OutlinePass.js 20 KB

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  1. import {
  2. AdditiveBlending,
  3. Color,
  4. DoubleSide,
  5. HalfFloatType,
  6. Matrix4,
  7. MeshDepthMaterial,
  8. NoBlending,
  9. RGBADepthPacking,
  10. ShaderMaterial,
  11. UniformsUtils,
  12. Vector2,
  13. Vector3,
  14. WebGLRenderTarget
  15. } from 'three';
  16. import { Pass, FullScreenQuad } from './Pass.js';
  17. import { CopyShader } from '../shaders/CopyShader.js';
  18. class OutlinePass extends Pass {
  19. constructor( resolution, scene, camera, selectedObjects ) {
  20. super();
  21. this.renderScene = scene;
  22. this.renderCamera = camera;
  23. this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
  24. this.visibleEdgeColor = new Color( 1, 1, 1 );
  25. this.hiddenEdgeColor = new Color( 0.1, 0.04, 0.02 );
  26. this.edgeGlow = 0.0;
  27. this.usePatternTexture = false;
  28. this.edgeThickness = 1.0;
  29. this.edgeStrength = 3.0;
  30. this.downSampleRatio = 2;
  31. this.pulsePeriod = 0;
  32. this._visibilityCache = new Map();
  33. this._selectionCache = new Set();
  34. this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
  35. const resx = Math.round( this.resolution.x / this.downSampleRatio );
  36. const resy = Math.round( this.resolution.y / this.downSampleRatio );
  37. this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y );
  38. this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask';
  39. this.renderTargetMaskBuffer.texture.generateMipmaps = false;
  40. this.depthMaterial = new MeshDepthMaterial();
  41. this.depthMaterial.side = DoubleSide;
  42. this.depthMaterial.depthPacking = RGBADepthPacking;
  43. this.depthMaterial.blending = NoBlending;
  44. this.prepareMaskMaterial = this.getPrepareMaskMaterial();
  45. this.prepareMaskMaterial.side = DoubleSide;
  46. this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
  47. this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, { type: HalfFloatType } );
  48. this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth';
  49. this.renderTargetDepthBuffer.texture.generateMipmaps = false;
  50. this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
  51. this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample';
  52. this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
  53. this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
  54. this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1';
  55. this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
  56. this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType } );
  57. this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2';
  58. this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
  59. this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
  60. this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
  61. this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1';
  62. this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
  63. this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType } );
  64. this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2';
  65. this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
  66. const MAX_EDGE_THICKNESS = 4;
  67. const MAX_EDGE_GLOW = 4;
  68. this.separableBlurMaterial1 = this.getSeparableBlurMaterial( MAX_EDGE_THICKNESS );
  69. this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
  70. this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = 1;
  71. this.separableBlurMaterial2 = this.getSeparableBlurMaterial( MAX_EDGE_GLOW );
  72. this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) );
  73. this.separableBlurMaterial2.uniforms[ 'kernelRadius' ].value = MAX_EDGE_GLOW;
  74. // Overlay material
  75. this.overlayMaterial = this.getOverlayMaterial();
  76. // copy material
  77. const copyShader = CopyShader;
  78. this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
  79. this.materialCopy = new ShaderMaterial( {
  80. uniforms: this.copyUniforms,
  81. vertexShader: copyShader.vertexShader,
  82. fragmentShader: copyShader.fragmentShader,
  83. blending: NoBlending,
  84. depthTest: false,
  85. depthWrite: false
  86. } );
  87. this.enabled = true;
  88. this.needsSwap = false;
  89. this._oldClearColor = new Color();
  90. this.oldClearAlpha = 1;
  91. this.fsQuad = new FullScreenQuad( null );
  92. this.tempPulseColor1 = new Color();
  93. this.tempPulseColor2 = new Color();
  94. this.textureMatrix = new Matrix4();
  95. function replaceDepthToViewZ( string, camera ) {
  96. const type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
  97. return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
  98. }
  99. }
  100. dispose() {
  101. this.renderTargetMaskBuffer.dispose();
  102. this.renderTargetDepthBuffer.dispose();
  103. this.renderTargetMaskDownSampleBuffer.dispose();
  104. this.renderTargetBlurBuffer1.dispose();
  105. this.renderTargetBlurBuffer2.dispose();
  106. this.renderTargetEdgeBuffer1.dispose();
  107. this.renderTargetEdgeBuffer2.dispose();
  108. this.depthMaterial.dispose();
  109. this.prepareMaskMaterial.dispose();
  110. this.edgeDetectionMaterial.dispose();
  111. this.separableBlurMaterial1.dispose();
  112. this.separableBlurMaterial2.dispose();
  113. this.overlayMaterial.dispose();
  114. this.materialCopy.dispose();
  115. this.fsQuad.dispose();
  116. }
  117. setSize( width, height ) {
  118. this.renderTargetMaskBuffer.setSize( width, height );
  119. this.renderTargetDepthBuffer.setSize( width, height );
  120. let resx = Math.round( width / this.downSampleRatio );
  121. let resy = Math.round( height / this.downSampleRatio );
  122. this.renderTargetMaskDownSampleBuffer.setSize( resx, resy );
  123. this.renderTargetBlurBuffer1.setSize( resx, resy );
  124. this.renderTargetEdgeBuffer1.setSize( resx, resy );
  125. this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
  126. resx = Math.round( resx / 2 );
  127. resy = Math.round( resy / 2 );
  128. this.renderTargetBlurBuffer2.setSize( resx, resy );
  129. this.renderTargetEdgeBuffer2.setSize( resx, resy );
  130. this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( resx, resy );
  131. }
  132. updateSelectionCache() {
  133. const cache = this._selectionCache;
  134. function gatherSelectedMeshesCallBack( object ) {
  135. if ( object.isMesh ) cache.add( object );
  136. }
  137. cache.clear();
  138. for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
  139. const selectedObject = this.selectedObjects[ i ];
  140. selectedObject.traverse( gatherSelectedMeshesCallBack );
  141. }
  142. }
  143. changeVisibilityOfSelectedObjects( bVisible ) {
  144. const cache = this._visibilityCache;
  145. for ( const mesh of this._selectionCache ) {
  146. if ( bVisible === true ) {
  147. mesh.visible = cache.get( mesh );
  148. } else {
  149. cache.set( mesh, mesh.visible );
  150. mesh.visible = bVisible;
  151. }
  152. }
  153. }
  154. changeVisibilityOfNonSelectedObjects( bVisible ) {
  155. const visibilityCache = this._visibilityCache;
  156. const selectionCache = this._selectionCache;
  157. function VisibilityChangeCallBack( object ) {
  158. if ( object.isMesh || object.isSprite ) {
  159. // only meshes and sprites are supported by OutlinePass
  160. if ( ! selectionCache.has( object ) ) {
  161. const visibility = object.visible;
  162. if ( bVisible === false || visibilityCache.get( object ) === true ) {
  163. object.visible = bVisible;
  164. }
  165. visibilityCache.set( object, visibility );
  166. }
  167. } else if ( object.isPoints || object.isLine ) {
  168. // the visibility of points and lines is always set to false in order to
  169. // not affect the outline computation
  170. if ( bVisible === true ) {
  171. object.visible = visibilityCache.get( object ); // restore
  172. } else {
  173. visibilityCache.set( object, object.visible );
  174. object.visible = bVisible;
  175. }
  176. }
  177. }
  178. this.renderScene.traverse( VisibilityChangeCallBack );
  179. }
  180. updateTextureMatrix() {
  181. this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
  182. 0.0, 0.5, 0.0, 0.5,
  183. 0.0, 0.0, 0.5, 0.5,
  184. 0.0, 0.0, 0.0, 1.0 );
  185. this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
  186. this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
  187. }
  188. render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  189. if ( this.selectedObjects.length > 0 ) {
  190. renderer.getClearColor( this._oldClearColor );
  191. this.oldClearAlpha = renderer.getClearAlpha();
  192. const oldAutoClear = renderer.autoClear;
  193. renderer.autoClear = false;
  194. if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
  195. renderer.setClearColor( 0xffffff, 1 );
  196. this.updateSelectionCache();
  197. // Make selected objects invisible
  198. this.changeVisibilityOfSelectedObjects( false );
  199. const currentBackground = this.renderScene.background;
  200. this.renderScene.background = null;
  201. // 1. Draw Non Selected objects in the depth buffer
  202. this.renderScene.overrideMaterial = this.depthMaterial;
  203. renderer.setRenderTarget( this.renderTargetDepthBuffer );
  204. renderer.clear();
  205. renderer.render( this.renderScene, this.renderCamera );
  206. // Make selected objects visible
  207. this.changeVisibilityOfSelectedObjects( true );
  208. this._visibilityCache.clear();
  209. // Update Texture Matrix for Depth compare
  210. this.updateTextureMatrix();
  211. // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
  212. this.changeVisibilityOfNonSelectedObjects( false );
  213. this.renderScene.overrideMaterial = this.prepareMaskMaterial;
  214. this.prepareMaskMaterial.uniforms[ 'cameraNearFar' ].value.set( this.renderCamera.near, this.renderCamera.far );
  215. this.prepareMaskMaterial.uniforms[ 'depthTexture' ].value = this.renderTargetDepthBuffer.texture;
  216. this.prepareMaskMaterial.uniforms[ 'textureMatrix' ].value = this.textureMatrix;
  217. renderer.setRenderTarget( this.renderTargetMaskBuffer );
  218. renderer.clear();
  219. renderer.render( this.renderScene, this.renderCamera );
  220. this.renderScene.overrideMaterial = null;
  221. this.changeVisibilityOfNonSelectedObjects( true );
  222. this._visibilityCache.clear();
  223. this._selectionCache.clear();
  224. this.renderScene.background = currentBackground;
  225. // 2. Downsample to Half resolution
  226. this.fsQuad.material = this.materialCopy;
  227. this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetMaskBuffer.texture;
  228. renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer );
  229. renderer.clear();
  230. this.fsQuad.render( renderer );
  231. this.tempPulseColor1.copy( this.visibleEdgeColor );
  232. this.tempPulseColor2.copy( this.hiddenEdgeColor );
  233. if ( this.pulsePeriod > 0 ) {
  234. const scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
  235. this.tempPulseColor1.multiplyScalar( scalar );
  236. this.tempPulseColor2.multiplyScalar( scalar );
  237. }
  238. // 3. Apply Edge Detection Pass
  239. this.fsQuad.material = this.edgeDetectionMaterial;
  240. this.edgeDetectionMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskDownSampleBuffer.texture;
  241. this.edgeDetectionMaterial.uniforms[ 'texSize' ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
  242. this.edgeDetectionMaterial.uniforms[ 'visibleEdgeColor' ].value = this.tempPulseColor1;
  243. this.edgeDetectionMaterial.uniforms[ 'hiddenEdgeColor' ].value = this.tempPulseColor2;
  244. renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
  245. renderer.clear();
  246. this.fsQuad.render( renderer );
  247. // 4. Apply Blur on Half res
  248. this.fsQuad.material = this.separableBlurMaterial1;
  249. this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
  250. this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
  251. this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = this.edgeThickness;
  252. renderer.setRenderTarget( this.renderTargetBlurBuffer1 );
  253. renderer.clear();
  254. this.fsQuad.render( renderer );
  255. this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer1.texture;
  256. this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
  257. renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
  258. renderer.clear();
  259. this.fsQuad.render( renderer );
  260. // Apply Blur on quarter res
  261. this.fsQuad.material = this.separableBlurMaterial2;
  262. this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
  263. this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
  264. renderer.setRenderTarget( this.renderTargetBlurBuffer2 );
  265. renderer.clear();
  266. this.fsQuad.render( renderer );
  267. this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer2.texture;
  268. this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
  269. renderer.setRenderTarget( this.renderTargetEdgeBuffer2 );
  270. renderer.clear();
  271. this.fsQuad.render( renderer );
  272. // Blend it additively over the input texture
  273. this.fsQuad.material = this.overlayMaterial;
  274. this.overlayMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskBuffer.texture;
  275. this.overlayMaterial.uniforms[ 'edgeTexture1' ].value = this.renderTargetEdgeBuffer1.texture;
  276. this.overlayMaterial.uniforms[ 'edgeTexture2' ].value = this.renderTargetEdgeBuffer2.texture;
  277. this.overlayMaterial.uniforms[ 'patternTexture' ].value = this.patternTexture;
  278. this.overlayMaterial.uniforms[ 'edgeStrength' ].value = this.edgeStrength;
  279. this.overlayMaterial.uniforms[ 'edgeGlow' ].value = this.edgeGlow;
  280. this.overlayMaterial.uniforms[ 'usePatternTexture' ].value = this.usePatternTexture;
  281. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  282. renderer.setRenderTarget( readBuffer );
  283. this.fsQuad.render( renderer );
  284. renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
  285. renderer.autoClear = oldAutoClear;
  286. }
  287. if ( this.renderToScreen ) {
  288. this.fsQuad.material = this.materialCopy;
  289. this.copyUniforms[ 'tDiffuse' ].value = readBuffer.texture;
  290. renderer.setRenderTarget( null );
  291. this.fsQuad.render( renderer );
  292. }
  293. }
  294. getPrepareMaskMaterial() {
  295. return new ShaderMaterial( {
  296. uniforms: {
  297. 'depthTexture': { value: null },
  298. 'cameraNearFar': { value: new Vector2( 0.5, 0.5 ) },
  299. 'textureMatrix': { value: null }
  300. },
  301. vertexShader:
  302. `#include <morphtarget_pars_vertex>
  303. #include <skinning_pars_vertex>
  304. varying vec4 projTexCoord;
  305. varying vec4 vPosition;
  306. uniform mat4 textureMatrix;
  307. void main() {
  308. #include <skinbase_vertex>
  309. #include <begin_vertex>
  310. #include <morphtarget_vertex>
  311. #include <skinning_vertex>
  312. #include <project_vertex>
  313. vPosition = mvPosition;
  314. vec4 worldPosition = vec4( transformed, 1.0 );
  315. #ifdef USE_INSTANCING
  316. worldPosition = instanceMatrix * worldPosition;
  317. #endif
  318. worldPosition = modelMatrix * worldPosition;
  319. projTexCoord = textureMatrix * worldPosition;
  320. }`,
  321. fragmentShader:
  322. `#include <packing>
  323. varying vec4 vPosition;
  324. varying vec4 projTexCoord;
  325. uniform sampler2D depthTexture;
  326. uniform vec2 cameraNearFar;
  327. void main() {
  328. float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));
  329. float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );
  330. float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;
  331. gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);
  332. }`
  333. } );
  334. }
  335. getEdgeDetectionMaterial() {
  336. return new ShaderMaterial( {
  337. uniforms: {
  338. 'maskTexture': { value: null },
  339. 'texSize': { value: new Vector2( 0.5, 0.5 ) },
  340. 'visibleEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) },
  341. 'hiddenEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) },
  342. },
  343. vertexShader:
  344. `varying vec2 vUv;
  345. void main() {
  346. vUv = uv;
  347. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  348. }`,
  349. fragmentShader:
  350. `varying vec2 vUv;
  351. uniform sampler2D maskTexture;
  352. uniform vec2 texSize;
  353. uniform vec3 visibleEdgeColor;
  354. uniform vec3 hiddenEdgeColor;
  355. void main() {
  356. vec2 invSize = 1.0 / texSize;
  357. vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);
  358. vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);
  359. vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);
  360. vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);
  361. vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);
  362. float diff1 = (c1.r - c2.r)*0.5;
  363. float diff2 = (c3.r - c4.r)*0.5;
  364. float d = length( vec2(diff1, diff2) );
  365. float a1 = min(c1.g, c2.g);
  366. float a2 = min(c3.g, c4.g);
  367. float visibilityFactor = min(a1, a2);
  368. vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;
  369. gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);
  370. }`
  371. } );
  372. }
  373. getSeparableBlurMaterial( maxRadius ) {
  374. return new ShaderMaterial( {
  375. defines: {
  376. 'MAX_RADIUS': maxRadius,
  377. },
  378. uniforms: {
  379. 'colorTexture': { value: null },
  380. 'texSize': { value: new Vector2( 0.5, 0.5 ) },
  381. 'direction': { value: new Vector2( 0.5, 0.5 ) },
  382. 'kernelRadius': { value: 1.0 }
  383. },
  384. vertexShader:
  385. `varying vec2 vUv;
  386. void main() {
  387. vUv = uv;
  388. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  389. }`,
  390. fragmentShader:
  391. `#include <common>
  392. varying vec2 vUv;
  393. uniform sampler2D colorTexture;
  394. uniform vec2 texSize;
  395. uniform vec2 direction;
  396. uniform float kernelRadius;
  397. float gaussianPdf(in float x, in float sigma) {
  398. return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
  399. }
  400. void main() {
  401. vec2 invSize = 1.0 / texSize;
  402. float sigma = kernelRadius/2.0;
  403. float weightSum = gaussianPdf(0.0, sigma);
  404. vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;
  405. vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);
  406. vec2 uvOffset = delta;
  407. for( int i = 1; i <= MAX_RADIUS; i ++ ) {
  408. float x = kernelRadius * float(i) / float(MAX_RADIUS);
  409. float w = gaussianPdf(x, sigma);
  410. vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);
  411. vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);
  412. diffuseSum += ((sample1 + sample2) * w);
  413. weightSum += (2.0 * w);
  414. uvOffset += delta;
  415. }
  416. gl_FragColor = diffuseSum/weightSum;
  417. }`
  418. } );
  419. }
  420. getOverlayMaterial() {
  421. return new ShaderMaterial( {
  422. uniforms: {
  423. 'maskTexture': { value: null },
  424. 'edgeTexture1': { value: null },
  425. 'edgeTexture2': { value: null },
  426. 'patternTexture': { value: null },
  427. 'edgeStrength': { value: 1.0 },
  428. 'edgeGlow': { value: 1.0 },
  429. 'usePatternTexture': { value: 0.0 }
  430. },
  431. vertexShader:
  432. `varying vec2 vUv;
  433. void main() {
  434. vUv = uv;
  435. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  436. }`,
  437. fragmentShader:
  438. `varying vec2 vUv;
  439. uniform sampler2D maskTexture;
  440. uniform sampler2D edgeTexture1;
  441. uniform sampler2D edgeTexture2;
  442. uniform sampler2D patternTexture;
  443. uniform float edgeStrength;
  444. uniform float edgeGlow;
  445. uniform bool usePatternTexture;
  446. void main() {
  447. vec4 edgeValue1 = texture2D(edgeTexture1, vUv);
  448. vec4 edgeValue2 = texture2D(edgeTexture2, vUv);
  449. vec4 maskColor = texture2D(maskTexture, vUv);
  450. vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);
  451. float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;
  452. vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;
  453. vec4 finalColor = edgeStrength * maskColor.r * edgeValue;
  454. if(usePatternTexture)
  455. finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);
  456. gl_FragColor = finalColor;
  457. }`,
  458. blending: AdditiveBlending,
  459. depthTest: false,
  460. depthWrite: false,
  461. transparent: true
  462. } );
  463. }
  464. }
  465. OutlinePass.BlurDirectionX = new Vector2( 1.0, 0.0 );
  466. OutlinePass.BlurDirectionY = new Vector2( 0.0, 1.0 );
  467. export { OutlinePass };
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