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109 lines
1.6 KiB
109 lines
1.6 KiB
6 months ago
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import { ShaderPass } from './ShaderPass.js';
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const LUTShader = {
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name: 'LUTShader',
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uniforms: {
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lut: { value: null },
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lutSize: { value: 0 },
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tDiffuse: { value: null },
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intensity: { value: 1.0 },
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`,
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fragmentShader: /* glsl */`
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uniform float lutSize;
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uniform sampler3D lut;
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varying vec2 vUv;
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uniform float intensity;
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uniform sampler2D tDiffuse;
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void main() {
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vec4 val = texture2D( tDiffuse, vUv );
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vec4 lutVal;
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// pull the sample in by half a pixel so the sample begins
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// at the center of the edge pixels.
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float pixelWidth = 1.0 / lutSize;
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float halfPixelWidth = 0.5 / lutSize;
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vec3 uvw = vec3( halfPixelWidth ) + val.rgb * ( 1.0 - pixelWidth );
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lutVal = vec4( texture( lut, uvw ).rgb, val.a );
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gl_FragColor = vec4( mix( val, lutVal, intensity ) );
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}
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`,
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};
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class LUTPass extends ShaderPass {
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set lut( v ) {
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const material = this.material;
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if ( v !== this.lut ) {
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material.uniforms.lut.value = null;
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if ( v ) {
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material.uniforms.lutSize.value = v.image.width;
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material.uniforms.lut.value = v;
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}
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}
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}
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get lut() {
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return this.material.uniforms.lut.value;
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}
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set intensity( v ) {
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this.material.uniforms.intensity.value = v;
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}
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get intensity() {
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return this.material.uniforms.intensity.value;
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}
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constructor( options = {} ) {
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super( LUTShader );
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this.lut = options.lut || null;
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this.intensity = 'intensity' in options ? options.intensity : 1;
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}
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}
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export { LUTPass };
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