File size: 3,229 Bytes
b797337 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 | import { ShaderPass } from './ShaderPass.js';
const LUTShader = {
name: 'LUTShader',
defines: {
USE_3DTEXTURE: 1,
},
uniforms: {
lut3d: { value: null },
lut: { value: null },
lutSize: { value: 0 },
tDiffuse: { value: null },
intensity: { value: 1.0 },
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`,
fragmentShader: /* glsl */`
uniform float lutSize;
#if USE_3DTEXTURE
precision highp sampler3D;
uniform sampler3D lut3d;
#else
uniform sampler2D lut;
vec3 lutLookup( sampler2D tex, float size, vec3 rgb ) {
float sliceHeight = 1.0 / size;
float yPixelHeight = 1.0 / ( size * size );
// Get the slices on either side of the sample
float slice = rgb.b * size;
float interp = fract( slice );
float slice0 = slice - interp;
float centeredInterp = interp - 0.5;
float slice1 = slice0 + sign( centeredInterp );
// Pull y sample in by half a pixel in each direction to avoid color
// bleeding from adjacent slices.
float greenOffset = clamp( rgb.g * sliceHeight, yPixelHeight * 0.5, sliceHeight - yPixelHeight * 0.5 );
vec2 uv0 = vec2(
rgb.r,
slice0 * sliceHeight + greenOffset
);
vec2 uv1 = vec2(
rgb.r,
slice1 * sliceHeight + greenOffset
);
vec3 sample0 = texture2D( tex, uv0 ).rgb;
vec3 sample1 = texture2D( tex, uv1 ).rgb;
return mix( sample0, sample1, abs( centeredInterp ) );
}
#endif
varying vec2 vUv;
uniform float intensity;
uniform sampler2D tDiffuse;
void main() {
vec4 val = texture2D( tDiffuse, vUv );
vec4 lutVal;
// pull the sample in by half a pixel so the sample begins
// at the center of the edge pixels.
float pixelWidth = 1.0 / lutSize;
float halfPixelWidth = 0.5 / lutSize;
vec3 uvw = vec3( halfPixelWidth ) + val.rgb * ( 1.0 - pixelWidth );
#if USE_3DTEXTURE
lutVal = vec4( texture( lut3d, uvw ).rgb, val.a );
#else
lutVal = vec4( lutLookup( lut, lutSize, uvw ), val.a );
#endif
gl_FragColor = vec4( mix( val, lutVal, intensity ) );
}
`,
};
class LUTPass extends ShaderPass {
set lut( v ) {
const material = this.material;
if ( v !== this.lut ) {
material.uniforms.lut3d.value = null;
material.uniforms.lut.value = null;
if ( v ) {
const is3dTextureDefine = v.isData3DTexture ? 1 : 0;
if ( is3dTextureDefine !== material.defines.USE_3DTEXTURE ) {
material.defines.USE_3DTEXTURE = is3dTextureDefine;
material.needsUpdate = true;
}
material.uniforms.lutSize.value = v.image.width;
if ( v.isData3DTexture ) {
material.uniforms.lut3d.value = v;
} else {
material.uniforms.lut.value = v;
}
}
}
}
get lut() {
return this.material.uniforms.lut.value || this.material.uniforms.lut3d.value;
}
set intensity( v ) {
this.material.uniforms.intensity.value = v;
}
get intensity() {
return this.material.uniforms.intensity.value;
}
constructor( options = {} ) {
super( LUTShader );
this.lut = options.lut || null;
this.intensity = 'intensity' in options ? options.intensity : 1;
}
}
export { LUTPass };
|