| |
| |
| |
|
|
| 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; |
|
|
| |
| this.overlayMaterial = this.getOverlayMaterial(); |
|
|
| |
| 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 ); |
|
|
| |
| this.changeVisibilityOfSelectedObjects( false ); |
|
|
| var currentBackground = this.renderScene.background; |
| this.renderScene.background = null; |
|
|
| |
| this.renderScene.overrideMaterial = this.depthMaterial; |
| renderer.setRenderTarget( this.renderTargetDepthBuffer ); |
| renderer.clear(); |
| renderer.render( this.renderScene, this.renderCamera ); |
|
|
| |
| this.changeVisibilityOfSelectedObjects( true ); |
|
|
| |
| this.updateTextureMatrix(); |
|
|
| |
| 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; |
|
|
| |
| 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 ); |
|
|
| } |
|
|
| |
| 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 ); |
|
|
| |
| 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 ); |
|
|
| |
| 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 ); |
|
|
| |
| 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 ); |
|
|