import { Color } from 'three'; /** * Luminosity * http://en.wikipedia.org/wiki/Luminosity */ const LuminosityHighPassShader = { name: 'LuminosityHighPassShader', shaderID: 'luminosityHighPass', uniforms: { 'tDiffuse': { value: null }, 'luminosityThreshold': { value: 1.0 }, 'smoothWidth': { value: 1.0 }, 'defaultColor': { value: new Color( 0x000000 ) }, 'defaultOpacity': { value: 0.0 } }, vertexShader: /* glsl */` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, fragmentShader: /* glsl */` uniform sampler2D tDiffuse; uniform vec3 defaultColor; uniform float defaultOpacity; uniform float luminosityThreshold; uniform float smoothWidth; varying vec2 vUv; void main() { vec4 texel = texture2D( tDiffuse, vUv ); vec3 luma = vec3( 0.299, 0.587, 0.114 ); float v = dot( texel.xyz, luma ); vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity ); float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v ); gl_FragColor = mix( outputColor, texel, alpha ); }` }; export { LuminosityHighPassShader };