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BleachBypassShader.js
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/**
* @author alteredq / http://alteredqualia.com/
*
* Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
* - based on Nvidia example
* http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
*/
THREE.BleachBypassShader = {
uniforms: {
"tDiffuse": { value: null },
"opacity": { value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform float opacity;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
" vec4 base = texture2D( tDiffuse, vUv );",
" vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );",
" float lum = dot( lumCoeff, base.rgb );",
" vec3 blend = vec3( lum );",
" float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );",
" vec3 result1 = 2.0 * base.rgb * blend;",
" vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );",
" vec3 newColor = mix( result1, result2, L );",
" float A2 = opacity * base.a;",
" vec3 mixRGB = A2 * newColor.rgb;",
" mixRGB += ( ( 1.0 - A2 ) * base.rgb );",
" gl_FragColor = vec4( mixRGB, base.a );",
"}"
].join( "\n" )
};