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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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60 lines
1.2 KiB
60 lines
1.2 KiB
/** |
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* Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass] |
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* - based on Nvidia example |
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* http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass |
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*/ |
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const BleachBypassShader = { |
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uniforms: { |
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'tDiffuse': { value: null }, |
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'opacity': { 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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fragmentShader: /* glsl */` |
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uniform float opacity; |
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uniform sampler2D tDiffuse; |
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varying vec2 vUv; |
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void main() { |
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vec4 base = texture2D( tDiffuse, vUv ); |
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vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 ); |
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float lum = dot( lumCoeff, base.rgb ); |
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vec3 blend = vec3( lum ); |
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float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) ); |
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vec3 result1 = 2.0 * base.rgb * blend; |
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vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb ); |
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vec3 newColor = mix( result1, result2, L ); |
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float A2 = opacity * base.a; |
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vec3 mixRGB = A2 * newColor.rgb; |
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mixRGB += ( ( 1.0 - A2 ) * base.rgb ); |
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gl_FragColor = vec4( mixRGB, base.a ); |
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}` |
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}; |
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export { BleachBypassShader };
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