/** * @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": { type: "t", value: null }, "opacity": { type: "f", 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") };