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