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| /** | |
| * @author spidersharma / http://eduperiment.com/ | |
| */ | |
| THREE.OutlinePass = function ( resolution, scene, camera, selectedObjects ) { | |
| this.renderScene = scene; | |
| this.renderCamera = camera; | |
| this.selectedObjects = selectedObjects !== undefined ? selectedObjects : []; | |
| this.visibleEdgeColor = new THREE.Color( 1, 1, 1 ); | |
| this.hiddenEdgeColor = new THREE.Color( 0.1, 0.04, 0.02 ); | |
| this.edgeGlow = 0.0; | |
| this.usePatternTexture = false; | |
| this.edgeThickness = 1.0; | |
| this.edgeStrength = 3.0; | |
| this.downSampleRatio = 2; | |
| this.pulsePeriod = 0; | |
| THREE.Pass.call( this ); | |
| this.resolution = ( resolution !== undefined ) ? new THREE.Vector2( resolution.x, resolution.y ) : new THREE.Vector2( 256, 256 ); | |
| var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat }; | |
| var resx = Math.round( this.resolution.x / this.downSampleRatio ); | |
| var resy = Math.round( this.resolution.y / this.downSampleRatio ); | |
| this.maskBufferMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff } ); | |
| this.maskBufferMaterial.side = THREE.DoubleSide; | |
| this.renderTargetMaskBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, pars ); | |
| this.renderTargetMaskBuffer.texture.name = "OutlinePass.mask"; | |
| this.renderTargetMaskBuffer.texture.generateMipmaps = false; | |
| this.depthMaterial = new THREE.MeshDepthMaterial(); | |
| this.depthMaterial.side = THREE.DoubleSide; | |
| this.depthMaterial.depthPacking = THREE.RGBADepthPacking; | |
| this.depthMaterial.blending = THREE.NoBlending; | |
| this.prepareMaskMaterial = this.getPrepareMaskMaterial(); | |
| this.prepareMaskMaterial.side = THREE.DoubleSide; | |
| this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera ); | |
| this.renderTargetDepthBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, pars ); | |
| this.renderTargetDepthBuffer.texture.name = "OutlinePass.depth"; | |
| this.renderTargetDepthBuffer.texture.generateMipmaps = false; | |
| this.renderTargetMaskDownSampleBuffer = new THREE.WebGLRenderTarget( resx, resy, pars ); | |
| this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample"; | |
| this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false; | |
| this.renderTargetBlurBuffer1 = new THREE.WebGLRenderTarget( resx, resy, pars ); | |
| this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1"; | |
| this.renderTargetBlurBuffer1.texture.generateMipmaps = false; | |
| this.renderTargetBlurBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars ); | |
| this.renderTargetBlurBuffer2.texture.name = "OutlinePass.blur2"; | |
| this.renderTargetBlurBuffer2.texture.generateMipmaps = false; | |
| this.edgeDetectionMaterial = this.getEdgeDetectionMaterial(); | |
| this.renderTargetEdgeBuffer1 = new THREE.WebGLRenderTarget( resx, resy, pars ); | |
| this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1"; | |
| this.renderTargetEdgeBuffer1.texture.generateMipmaps = false; | |
| this.renderTargetEdgeBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars ); | |
| this.renderTargetEdgeBuffer2.texture.name = "OutlinePass.edge2"; | |
| this.renderTargetEdgeBuffer2.texture.generateMipmaps = false; | |
| var MAX_EDGE_THICKNESS = 4; | |
| var MAX_EDGE_GLOW = 4; | |
| this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS ); | |
| this.separableBlurMaterial1.uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy ); | |
| this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = 1; | |
| this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW ); | |
| this.separableBlurMaterial2.uniforms[ "texSize" ].value = new THREE.Vector2( Math.round( resx / 2 ), Math.round( resy / 2 ) ); | |
| this.separableBlurMaterial2.uniforms[ "kernelRadius" ].value = MAX_EDGE_GLOW; | |
| // Overlay material | |
| this.overlayMaterial = this.getOverlayMaterial(); | |
| // copy material | |
| if ( THREE.CopyShader === undefined ) | |
| console.error( "THREE.OutlinePass relies on THREE.CopyShader" ); | |
| var copyShader = THREE.CopyShader; | |
| this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms ); | |
| this.copyUniforms[ "opacity" ].value = 1.0; | |
| this.materialCopy = new THREE.ShaderMaterial( { | |
| uniforms: this.copyUniforms, | |
| vertexShader: copyShader.vertexShader, | |
| fragmentShader: copyShader.fragmentShader, | |
| blending: THREE.NoBlending, | |
| depthTest: false, | |
| depthWrite: false, | |
| transparent: true | |
| } ); | |
| this.enabled = true; | |
| this.needsSwap = false; | |
| this.oldClearColor = new THREE.Color(); | |
| this.oldClearAlpha = 1; | |
| this.fsQuad = new THREE.Pass.FullScreenQuad( null ); | |
| this.tempPulseColor1 = new THREE.Color(); | |
| this.tempPulseColor2 = new THREE.Color(); | |
| this.textureMatrix = new THREE.Matrix4(); | |
| function replaceDepthToViewZ( string, camera ) { | |
| var type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic'; | |
| return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' ); | |
| } | |
| }; | |
| THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), { | |
| constructor: THREE.OutlinePass, | |
| dispose: function () { | |
| this.renderTargetMaskBuffer.dispose(); | |
| this.renderTargetDepthBuffer.dispose(); | |
| this.renderTargetMaskDownSampleBuffer.dispose(); | |
| this.renderTargetBlurBuffer1.dispose(); | |
| this.renderTargetBlurBuffer2.dispose(); | |
| this.renderTargetEdgeBuffer1.dispose(); | |
| this.renderTargetEdgeBuffer2.dispose(); | |
| }, | |
| setSize: function ( width, height ) { | |
| this.renderTargetMaskBuffer.setSize( width, height ); | |
| var resx = Math.round( width / this.downSampleRatio ); | |
| var resy = Math.round( height / this.downSampleRatio ); | |
| this.renderTargetMaskDownSampleBuffer.setSize( resx, resy ); | |
| this.renderTargetBlurBuffer1.setSize( resx, resy ); | |
| this.renderTargetEdgeBuffer1.setSize( resx, resy ); | |
| this.separableBlurMaterial1.uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy ); | |
| resx = Math.round( resx / 2 ); | |
| resy = Math.round( resy / 2 ); | |
| this.renderTargetBlurBuffer2.setSize( resx, resy ); | |
| this.renderTargetEdgeBuffer2.setSize( resx, resy ); | |
| this.separableBlurMaterial2.uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy ); | |
| }, | |
| changeVisibilityOfSelectedObjects: function ( bVisible ) { | |
| function gatherSelectedMeshesCallBack( object ) { | |
| if ( object.isMesh ) { | |
| if ( bVisible ) { | |
| object.visible = object.userData.oldVisible; | |
| delete object.userData.oldVisible; | |
| } else { | |
| object.userData.oldVisible = object.visible; | |
| object.visible = bVisible; | |
| } | |
| } | |
| } | |
| for ( var i = 0; i < this.selectedObjects.length; i ++ ) { | |
| var selectedObject = this.selectedObjects[ i ]; | |
| selectedObject.traverse( gatherSelectedMeshesCallBack ); | |
| } | |
| }, | |
| changeVisibilityOfNonSelectedObjects: function ( bVisible ) { | |
| var selectedMeshes = []; | |
| function gatherSelectedMeshesCallBack( object ) { | |
| if ( object.isMesh ) selectedMeshes.push( object ); | |
| } | |
| for ( var i = 0; i < this.selectedObjects.length; i ++ ) { | |
| var selectedObject = this.selectedObjects[ i ]; | |
| selectedObject.traverse( gatherSelectedMeshesCallBack ); | |
| } | |
| function VisibilityChangeCallBack( object ) { | |
| if ( object.isMesh || object.isLine || object.isSprite ) { | |
| var bFound = false; | |
| for ( var i = 0; i < selectedMeshes.length; i ++ ) { | |
| var selectedObjectId = selectedMeshes[ i ].id; | |
| if ( selectedObjectId === object.id ) { | |
| bFound = true; | |
| break; | |
| } | |
| } | |
| if ( ! bFound ) { | |
| var visibility = object.visible; | |
| if ( ! bVisible || object.bVisible ) object.visible = bVisible; | |
| object.bVisible = visibility; | |
| } | |
| } | |
| } | |
| this.renderScene.traverse( VisibilityChangeCallBack ); | |
| }, | |
| updateTextureMatrix: function () { | |
| this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5, | |
| 0.0, 0.5, 0.0, 0.5, | |
| 0.0, 0.0, 0.5, 0.5, | |
| 0.0, 0.0, 0.0, 1.0 ); | |
| this.textureMatrix.multiply( this.renderCamera.projectionMatrix ); | |
| this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse ); | |
| }, | |
| render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) { | |
| if ( this.selectedObjects.length > 0 ) { | |
| this.oldClearColor.copy( renderer.getClearColor() ); | |
| this.oldClearAlpha = renderer.getClearAlpha(); | |
| var oldAutoClear = renderer.autoClear; | |
| renderer.autoClear = false; | |
| if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST ); | |
| renderer.setClearColor( 0xffffff, 1 ); | |
| // Make selected objects invisible | |
| this.changeVisibilityOfSelectedObjects( false ); | |
| var currentBackground = this.renderScene.background; | |
| this.renderScene.background = null; | |
| // 1. Draw Non Selected objects in the depth buffer | |
| this.renderScene.overrideMaterial = this.depthMaterial; | |
| renderer.setRenderTarget( this.renderTargetDepthBuffer ); | |
| renderer.clear(); | |
| renderer.render( this.renderScene, this.renderCamera ); | |
| // Make selected objects visible | |
| this.changeVisibilityOfSelectedObjects( true ); | |
| // Update Texture Matrix for Depth compare | |
| this.updateTextureMatrix(); | |
| // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects | |
| this.changeVisibilityOfNonSelectedObjects( false ); | |
| this.renderScene.overrideMaterial = this.prepareMaskMaterial; | |
| this.prepareMaskMaterial.uniforms[ "cameraNearFar" ].value = new THREE.Vector2( this.renderCamera.near, this.renderCamera.far ); | |
| this.prepareMaskMaterial.uniforms[ "depthTexture" ].value = this.renderTargetDepthBuffer.texture; | |
| this.prepareMaskMaterial.uniforms[ "textureMatrix" ].value = this.textureMatrix; | |
| renderer.setRenderTarget( this.renderTargetMaskBuffer ); | |
| renderer.clear(); | |
| renderer.render( this.renderScene, this.renderCamera ); | |
| this.renderScene.overrideMaterial = null; | |
| this.changeVisibilityOfNonSelectedObjects( true ); | |
| this.renderScene.background = currentBackground; | |
| // 2. Downsample to Half resolution | |
| this.fsQuad.material = this.materialCopy; | |
| this.copyUniforms[ "tDiffuse" ].value = this.renderTargetMaskBuffer.texture; | |
| renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer ); | |
| renderer.clear(); | |
| this.fsQuad.render( renderer ); | |
| this.tempPulseColor1.copy( this.visibleEdgeColor ); | |
| this.tempPulseColor2.copy( this.hiddenEdgeColor ); | |
| if ( this.pulsePeriod > 0 ) { | |
| var scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2; | |
| this.tempPulseColor1.multiplyScalar( scalar ); | |
| this.tempPulseColor2.multiplyScalar( scalar ); | |
| } | |
| // 3. Apply Edge Detection Pass | |
| this.fsQuad.material = this.edgeDetectionMaterial; | |
| this.edgeDetectionMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskDownSampleBuffer.texture; | |
| this.edgeDetectionMaterial.uniforms[ "texSize" ].value = new THREE.Vector2( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height ); | |
| this.edgeDetectionMaterial.uniforms[ "visibleEdgeColor" ].value = this.tempPulseColor1; | |
| this.edgeDetectionMaterial.uniforms[ "hiddenEdgeColor" ].value = this.tempPulseColor2; | |
| renderer.setRenderTarget( this.renderTargetEdgeBuffer1 ); | |
| renderer.clear(); | |
| this.fsQuad.render( renderer ); | |
| // 4. Apply Blur on Half res | |
| this.fsQuad.material = this.separableBlurMaterial1; | |
| this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture; | |
| this.separableBlurMaterial1.uniforms[ "direction" ].value = THREE.OutlinePass.BlurDirectionX; | |
| this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = this.edgeThickness; | |
| renderer.setRenderTarget( this.renderTargetBlurBuffer1 ); | |
| renderer.clear(); | |
| this.fsQuad.render( renderer ); | |
| this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer1.texture; | |
| this.separableBlurMaterial1.uniforms[ "direction" ].value = THREE.OutlinePass.BlurDirectionY; | |
| renderer.setRenderTarget( this.renderTargetEdgeBuffer1 ); | |
| renderer.clear(); | |
| this.fsQuad.render( renderer ); | |
| // Apply Blur on quarter res | |
| this.fsQuad.material = this.separableBlurMaterial2; | |
| this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture; | |
| this.separableBlurMaterial2.uniforms[ "direction" ].value = THREE.OutlinePass.BlurDirectionX; | |
| renderer.setRenderTarget( this.renderTargetBlurBuffer2 ); | |
| renderer.clear(); | |
| this.fsQuad.render( renderer ); | |
| this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer2.texture; | |
| this.separableBlurMaterial2.uniforms[ "direction" ].value = THREE.OutlinePass.BlurDirectionY; | |
| renderer.setRenderTarget( this.renderTargetEdgeBuffer2 ); | |
| renderer.clear(); | |
| this.fsQuad.render( renderer ); | |
| // Blend it additively over the input texture | |
| this.fsQuad.material = this.overlayMaterial; | |
| this.overlayMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskBuffer.texture; | |
| this.overlayMaterial.uniforms[ "edgeTexture1" ].value = this.renderTargetEdgeBuffer1.texture; | |
| this.overlayMaterial.uniforms[ "edgeTexture2" ].value = this.renderTargetEdgeBuffer2.texture; | |
| this.overlayMaterial.uniforms[ "patternTexture" ].value = this.patternTexture; | |
| this.overlayMaterial.uniforms[ "edgeStrength" ].value = this.edgeStrength; | |
| this.overlayMaterial.uniforms[ "edgeGlow" ].value = this.edgeGlow; | |
| this.overlayMaterial.uniforms[ "usePatternTexture" ].value = this.usePatternTexture; | |
| if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST ); | |
| renderer.setRenderTarget( readBuffer ); | |
| this.fsQuad.render( renderer ); | |
| renderer.setClearColor( this.oldClearColor, this.oldClearAlpha ); | |
| renderer.autoClear = oldAutoClear; | |
| } | |
| if ( this.renderToScreen ) { | |
| this.fsQuad.material = this.materialCopy; | |
| this.copyUniforms[ "tDiffuse" ].value = readBuffer.texture; | |
| renderer.setRenderTarget( null ); | |
| this.fsQuad.render( renderer ); | |
| } | |
| }, | |
| getPrepareMaskMaterial: function () { | |
| return new THREE.ShaderMaterial( { | |
| uniforms: { | |
| "depthTexture": { value: null }, | |
| "cameraNearFar": { value: new THREE.Vector2( 0.5, 0.5 ) }, | |
| "textureMatrix": { value: new THREE.Matrix4() } | |
| }, | |
| vertexShader: [ | |
| 'varying vec4 projTexCoord;', | |
| 'varying vec4 vPosition;', | |
| 'uniform mat4 textureMatrix;', | |
| 'void main() {', | |
| ' vPosition = modelViewMatrix * vec4( position, 1.0 );', | |
| ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );', | |
| ' projTexCoord = textureMatrix * worldPosition;', | |
| ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', | |
| '}' | |
| ].join( '\n' ), | |
| fragmentShader: [ | |
| '#include <packing>', | |
| 'varying vec4 vPosition;', | |
| 'varying vec4 projTexCoord;', | |
| 'uniform sampler2D depthTexture;', | |
| 'uniform vec2 cameraNearFar;', | |
| 'void main() {', | |
| ' float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));', | |
| ' float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );', | |
| ' float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;', | |
| ' gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);', | |
| '}' | |
| ].join( '\n' ) | |
| } ); | |
| }, | |
| getEdgeDetectionMaterial: function () { | |
| return new THREE.ShaderMaterial( { | |
| uniforms: { | |
| "maskTexture": { value: null }, | |
| "texSize": { value: new THREE.Vector2( 0.5, 0.5 ) }, | |
| "visibleEdgeColor": { value: new THREE.Vector3( 1.0, 1.0, 1.0 ) }, | |
| "hiddenEdgeColor": { value: new THREE.Vector3( 1.0, 1.0, 1.0 ) }, | |
| }, | |
| vertexShader: | |
| "varying vec2 vUv;\n\ | |
| void main() {\n\ | |
| vUv = uv;\n\ | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\ | |
| }", | |
| fragmentShader: | |
| "varying vec2 vUv;\ | |
| uniform sampler2D maskTexture;\ | |
| uniform vec2 texSize;\ | |
| uniform vec3 visibleEdgeColor;\ | |
| uniform vec3 hiddenEdgeColor;\ | |
| \ | |
| void main() {\n\ | |
| vec2 invSize = 1.0 / texSize;\ | |
| vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\ | |
| vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\ | |
| vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\ | |
| vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\ | |
| vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\ | |
| float diff1 = (c1.r - c2.r)*0.5;\ | |
| float diff2 = (c3.r - c4.r)*0.5;\ | |
| float d = length( vec2(diff1, diff2) );\ | |
| float a1 = min(c1.g, c2.g);\ | |
| float a2 = min(c3.g, c4.g);\ | |
| float visibilityFactor = min(a1, a2);\ | |
| vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\ | |
| gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\ | |
| }" | |
| } ); | |
| }, | |
| getSeperableBlurMaterial: function ( maxRadius ) { | |
| return new THREE.ShaderMaterial( { | |
| defines: { | |
| "MAX_RADIUS": maxRadius, | |
| }, | |
| uniforms: { | |
| "colorTexture": { value: null }, | |
| "texSize": { value: new THREE.Vector2( 0.5, 0.5 ) }, | |
| "direction": { value: new THREE.Vector2( 0.5, 0.5 ) }, | |
| "kernelRadius": { value: 1.0 } | |
| }, | |
| vertexShader: | |
| "varying vec2 vUv;\n\ | |
| void main() {\n\ | |
| vUv = uv;\n\ | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\ | |
| }", | |
| fragmentShader: | |
| "#include <common>\ | |
| varying vec2 vUv;\ | |
| uniform sampler2D colorTexture;\ | |
| uniform vec2 texSize;\ | |
| uniform vec2 direction;\ | |
| uniform float kernelRadius;\ | |
| \ | |
| float gaussianPdf(in float x, in float sigma) {\ | |
| return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\ | |
| }\ | |
| void main() {\ | |
| vec2 invSize = 1.0 / texSize;\ | |
| float weightSum = gaussianPdf(0.0, kernelRadius);\ | |
| vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\ | |
| vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\ | |
| vec2 uvOffset = delta;\ | |
| for( int i = 1; i <= MAX_RADIUS; i ++ ) {\ | |
| float w = gaussianPdf(uvOffset.x, kernelRadius);\ | |
| vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\ | |
| vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\ | |
| diffuseSum += ((sample1 + sample2) * w);\ | |
| weightSum += (2.0 * w);\ | |
| uvOffset += delta;\ | |
| }\ | |
| gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\ | |
| }" | |
| } ); | |
| }, | |
| getOverlayMaterial: function () { | |
| return new THREE.ShaderMaterial( { | |
| uniforms: { | |
| "maskTexture": { value: null }, | |
| "edgeTexture1": { value: null }, | |
| "edgeTexture2": { value: null }, | |
| "patternTexture": { value: null }, | |
| "edgeStrength": { value: 1.0 }, | |
| "edgeGlow": { value: 1.0 }, | |
| "usePatternTexture": { value: 0.0 } | |
| }, | |
| vertexShader: | |
| "varying vec2 vUv;\n\ | |
| void main() {\n\ | |
| vUv = uv;\n\ | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\ | |
| }", | |
| fragmentShader: | |
| "varying vec2 vUv;\ | |
| uniform sampler2D maskTexture;\ | |
| uniform sampler2D edgeTexture1;\ | |
| uniform sampler2D edgeTexture2;\ | |
| uniform sampler2D patternTexture;\ | |
| uniform float edgeStrength;\ | |
| uniform float edgeGlow;\ | |
| uniform bool usePatternTexture;\ | |
| \ | |
| void main() {\ | |
| vec4 edgeValue1 = texture2D(edgeTexture1, vUv);\ | |
| vec4 edgeValue2 = texture2D(edgeTexture2, vUv);\ | |
| vec4 maskColor = texture2D(maskTexture, vUv);\ | |
| vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);\ | |
| float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;\ | |
| vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\ | |
| vec4 finalColor = edgeStrength * maskColor.r * edgeValue;\ | |
| if(usePatternTexture)\ | |
| finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\ | |
| gl_FragColor = finalColor;\ | |
| }", | |
| blending: THREE.AdditiveBlending, | |
| depthTest: false, | |
| depthWrite: false, | |
| transparent: true | |
| } ); | |
| } | |
| } ); | |
| THREE.OutlinePass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 ); | |
| THREE.OutlinePass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 ); | |