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- /**
- * @author spidersharma / http://eduperiment.com/
- */
- import {
- AdditiveBlending,
- Color,
- DoubleSide,
- LinearFilter,
- Matrix4,
- MeshBasicMaterial,
- MeshDepthMaterial,
- NoBlending,
- RGBADepthPacking,
- RGBAFormat,
- ShaderMaterial,
- UniformsUtils,
- Vector2,
- Vector3,
- WebGLRenderTarget
- } from "../../../build/three.module.js";
- import { Pass } from "../postprocessing/Pass.js";
- import { CopyShader } from "../shaders/CopyShader.js";
- var OutlinePass = function ( resolution, scene, camera, selectedObjects ) {
- this.renderScene = scene;
- this.renderCamera = camera;
- this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
- this.visibleEdgeColor = new Color( 1, 1, 1 );
- this.hiddenEdgeColor = new Color( 0.1, 0.04, 0.02 );
- this.edgeGlow = 0.0;
- this.usePatternTexture = false;
- this.edgeThickness = 1.0;
- this.edgeStrength = 3.0;
- this.downSampleRatio = 2;
- this.pulsePeriod = 0;
- Pass.call( this );
- this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
- var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
- var resx = Math.round( this.resolution.x / this.downSampleRatio );
- var resy = Math.round( this.resolution.y / this.downSampleRatio );
- this.maskBufferMaterial = new MeshBasicMaterial( { color: 0xffffff } );
- this.maskBufferMaterial.side = DoubleSide;
- this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
- this.renderTargetMaskBuffer.texture.name = "OutlinePass.mask";
- this.renderTargetMaskBuffer.texture.generateMipmaps = false;
- this.depthMaterial = new MeshDepthMaterial();
- this.depthMaterial.side = DoubleSide;
- this.depthMaterial.depthPacking = RGBADepthPacking;
- this.depthMaterial.blending = NoBlending;
- this.prepareMaskMaterial = this.getPrepareMaskMaterial();
- this.prepareMaskMaterial.side = DoubleSide;
- this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
- this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
- this.renderTargetDepthBuffer.texture.name = "OutlinePass.depth";
- this.renderTargetDepthBuffer.texture.generateMipmaps = false;
- this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, pars );
- this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample";
- this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
- this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, pars );
- this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1";
- this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
- this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
- this.renderTargetBlurBuffer2.texture.name = "OutlinePass.blur2";
- this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
- this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
- this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, pars );
- this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1";
- this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
- this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
- this.renderTargetEdgeBuffer2.texture.name = "OutlinePass.edge2";
- this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
- var MAX_EDGE_THICKNESS = 4;
- var MAX_EDGE_GLOW = 4;
- this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );
- this.separableBlurMaterial1.uniforms[ "texSize" ].value.set( resx, resy );
- this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = 1;
- this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW );
- this.separableBlurMaterial2.uniforms[ "texSize" ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) );
- this.separableBlurMaterial2.uniforms[ "kernelRadius" ].value = MAX_EDGE_GLOW;
- // Overlay material
- this.overlayMaterial = this.getOverlayMaterial();
- // copy material
- if ( CopyShader === undefined )
- console.error( "OutlinePass relies on CopyShader" );
- var copyShader = CopyShader;
- this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
- this.copyUniforms[ "opacity" ].value = 1.0;
- this.materialCopy = new ShaderMaterial( {
- uniforms: this.copyUniforms,
- vertexShader: copyShader.vertexShader,
- fragmentShader: copyShader.fragmentShader,
- blending: NoBlending,
- depthTest: false,
- depthWrite: false,
- transparent: true
- } );
- this.enabled = true;
- this.needsSwap = false;
- this.oldClearColor = new Color();
- this.oldClearAlpha = 1;
- this.fsQuad = new Pass.FullScreenQuad( null );
- this.tempPulseColor1 = new Color();
- this.tempPulseColor2 = new Color();
- this.textureMatrix = new Matrix4();
- function replaceDepthToViewZ( string, camera ) {
- var type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
- return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
- }
- };
- OutlinePass.prototype = Object.assign( Object.create( Pass.prototype ), {
- constructor: OutlinePass,
- dispose: function () {
- this.renderTargetMaskBuffer.dispose();
- this.renderTargetDepthBuffer.dispose();
- this.renderTargetMaskDownSampleBuffer.dispose();
- this.renderTargetBlurBuffer1.dispose();
- this.renderTargetBlurBuffer2.dispose();
- this.renderTargetEdgeBuffer1.dispose();
- this.renderTargetEdgeBuffer2.dispose();
- },
- setSize: function ( width, height ) {
- this.renderTargetMaskBuffer.setSize( width, height );
- var resx = Math.round( width / this.downSampleRatio );
- var resy = Math.round( height / this.downSampleRatio );
- this.renderTargetMaskDownSampleBuffer.setSize( resx, resy );
- this.renderTargetBlurBuffer1.setSize( resx, resy );
- this.renderTargetEdgeBuffer1.setSize( resx, resy );
- this.separableBlurMaterial1.uniforms[ "texSize" ].value.set( resx, resy );
- resx = Math.round( resx / 2 );
- resy = Math.round( resy / 2 );
- this.renderTargetBlurBuffer2.setSize( resx, resy );
- this.renderTargetEdgeBuffer2.setSize( resx, resy );
- this.separableBlurMaterial2.uniforms[ "texSize" ].value.set( resx, resy );
- },
- changeVisibilityOfSelectedObjects: function ( bVisible ) {
- function gatherSelectedMeshesCallBack( object ) {
- if ( object.isMesh ) {
- if ( bVisible ) {
- object.visible = object.userData.oldVisible;
- delete object.userData.oldVisible;
- } else {
- object.userData.oldVisible = object.visible;
- object.visible = bVisible;
- }
- }
- }
- for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
- var selectedObject = this.selectedObjects[ i ];
- selectedObject.traverse( gatherSelectedMeshesCallBack );
- }
- },
- changeVisibilityOfNonSelectedObjects: function ( bVisible ) {
- var selectedMeshes = [];
- function gatherSelectedMeshesCallBack( object ) {
- if ( object.isMesh ) selectedMeshes.push( object );
- }
- for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
- var selectedObject = this.selectedObjects[ i ];
- selectedObject.traverse( gatherSelectedMeshesCallBack );
- }
- function VisibilityChangeCallBack( object ) {
- if ( object.isMesh || object.isLine || object.isSprite ) {
- var bFound = false;
- for ( var i = 0; i < selectedMeshes.length; i ++ ) {
- var selectedObjectId = selectedMeshes[ i ].id;
- if ( selectedObjectId === object.id ) {
- bFound = true;
- break;
- }
- }
- if ( ! bFound ) {
- var visibility = object.visible;
- if ( ! bVisible || object.bVisible ) object.visible = bVisible;
- object.bVisible = visibility;
- }
- }
- }
- this.renderScene.traverse( VisibilityChangeCallBack );
- },
- updateTextureMatrix: function () {
- this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
- 0.0, 0.5, 0.0, 0.5,
- 0.0, 0.0, 0.5, 0.5,
- 0.0, 0.0, 0.0, 1.0 );
- this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
- this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
- },
- render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
- if ( this.selectedObjects.length > 0 ) {
- this.oldClearColor.copy( renderer.getClearColor() );
- this.oldClearAlpha = renderer.getClearAlpha();
- var oldAutoClear = renderer.autoClear;
- renderer.autoClear = false;
- if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
- renderer.setClearColor( 0xffffff, 1 );
- // Make selected objects invisible
- this.changeVisibilityOfSelectedObjects( false );
- var currentBackground = this.renderScene.background;
- this.renderScene.background = null;
- // 1. Draw Non Selected objects in the depth buffer
- this.renderScene.overrideMaterial = this.depthMaterial;
- renderer.setRenderTarget( this.renderTargetDepthBuffer );
- renderer.clear();
- renderer.render( this.renderScene, this.renderCamera );
- // Make selected objects visible
- this.changeVisibilityOfSelectedObjects( true );
- // Update Texture Matrix for Depth compare
- this.updateTextureMatrix();
- // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
- this.changeVisibilityOfNonSelectedObjects( false );
- this.renderScene.overrideMaterial = this.prepareMaskMaterial;
- this.prepareMaskMaterial.uniforms[ "cameraNearFar" ].value.set( this.renderCamera.near, this.renderCamera.far );
- this.prepareMaskMaterial.uniforms[ "depthTexture" ].value = this.renderTargetDepthBuffer.texture;
- this.prepareMaskMaterial.uniforms[ "textureMatrix" ].value = this.textureMatrix;
- renderer.setRenderTarget( this.renderTargetMaskBuffer );
- renderer.clear();
- renderer.render( this.renderScene, this.renderCamera );
- this.renderScene.overrideMaterial = null;
- this.changeVisibilityOfNonSelectedObjects( true );
- this.renderScene.background = currentBackground;
- // 2. Downsample to Half resolution
- this.fsQuad.material = this.materialCopy;
- this.copyUniforms[ "tDiffuse" ].value = this.renderTargetMaskBuffer.texture;
- renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer );
- renderer.clear();
- this.fsQuad.render( renderer );
- this.tempPulseColor1.copy( this.visibleEdgeColor );
- this.tempPulseColor2.copy( this.hiddenEdgeColor );
- if ( this.pulsePeriod > 0 ) {
- var scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
- this.tempPulseColor1.multiplyScalar( scalar );
- this.tempPulseColor2.multiplyScalar( scalar );
- }
- // 3. Apply Edge Detection Pass
- this.fsQuad.material = this.edgeDetectionMaterial;
- this.edgeDetectionMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskDownSampleBuffer.texture;
- this.edgeDetectionMaterial.uniforms[ "texSize" ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
- this.edgeDetectionMaterial.uniforms[ "visibleEdgeColor" ].value = this.tempPulseColor1;
- this.edgeDetectionMaterial.uniforms[ "hiddenEdgeColor" ].value = this.tempPulseColor2;
- renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
- renderer.clear();
- this.fsQuad.render( renderer );
- // 4. Apply Blur on Half res
- this.fsQuad.material = this.separableBlurMaterial1;
- this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture;
- this.separableBlurMaterial1.uniforms[ "direction" ].value = OutlinePass.BlurDirectionX;
- this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = this.edgeThickness;
- renderer.setRenderTarget( this.renderTargetBlurBuffer1 );
- renderer.clear();
- this.fsQuad.render( renderer );
- this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer1.texture;
- this.separableBlurMaterial1.uniforms[ "direction" ].value = OutlinePass.BlurDirectionY;
- renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
- renderer.clear();
- this.fsQuad.render( renderer );
- // Apply Blur on quarter res
- this.fsQuad.material = this.separableBlurMaterial2;
- this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture;
- this.separableBlurMaterial2.uniforms[ "direction" ].value = OutlinePass.BlurDirectionX;
- renderer.setRenderTarget( this.renderTargetBlurBuffer2 );
- renderer.clear();
- this.fsQuad.render( renderer );
- this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer2.texture;
- this.separableBlurMaterial2.uniforms[ "direction" ].value = OutlinePass.BlurDirectionY;
- renderer.setRenderTarget( this.renderTargetEdgeBuffer2 );
- renderer.clear();
- this.fsQuad.render( renderer );
- // Blend it additively over the input texture
- this.fsQuad.material = this.overlayMaterial;
- this.overlayMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskBuffer.texture;
- this.overlayMaterial.uniforms[ "edgeTexture1" ].value = this.renderTargetEdgeBuffer1.texture;
- this.overlayMaterial.uniforms[ "edgeTexture2" ].value = this.renderTargetEdgeBuffer2.texture;
- this.overlayMaterial.uniforms[ "patternTexture" ].value = this.patternTexture;
- this.overlayMaterial.uniforms[ "edgeStrength" ].value = this.edgeStrength;
- this.overlayMaterial.uniforms[ "edgeGlow" ].value = this.edgeGlow;
- this.overlayMaterial.uniforms[ "usePatternTexture" ].value = this.usePatternTexture;
- if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
- renderer.setRenderTarget( readBuffer );
- this.fsQuad.render( renderer );
- renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
- renderer.autoClear = oldAutoClear;
- }
- if ( this.renderToScreen ) {
- this.fsQuad.material = this.materialCopy;
- this.copyUniforms[ "tDiffuse" ].value = readBuffer.texture;
- renderer.setRenderTarget( null );
- this.fsQuad.render( renderer );
- }
- },
- getPrepareMaskMaterial: function () {
- return new ShaderMaterial( {
- uniforms: {
- "depthTexture": { value: null },
- "cameraNearFar": { value: new Vector2( 0.5, 0.5 ) },
- "textureMatrix": { value: null }
- },
- vertexShader: [
- '#include <morphtarget_pars_vertex>',
- '#include <skinning_pars_vertex>',
- 'varying vec4 projTexCoord;',
- 'varying vec4 vPosition;',
- 'uniform mat4 textureMatrix;',
- 'void main() {',
- ' #include <skinbase_vertex>',
- ' #include <begin_vertex>',
- ' #include <morphtarget_vertex>',
- ' #include <skinning_vertex>',
- ' #include <project_vertex>',
- ' vPosition = mvPosition;',
- ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
- ' projTexCoord = textureMatrix * worldPosition;',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- '#include <packing>',
- 'varying vec4 vPosition;',
- 'varying vec4 projTexCoord;',
- 'uniform sampler2D depthTexture;',
- 'uniform vec2 cameraNearFar;',
- 'void main() {',
- ' float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));',
- ' float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );',
- ' float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;',
- ' gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);',
- '}'
- ].join( '\n' )
- } );
- },
- getEdgeDetectionMaterial: function () {
- return new ShaderMaterial( {
- uniforms: {
- "maskTexture": { value: null },
- "texSize": { value: new Vector2( 0.5, 0.5 ) },
- "visibleEdgeColor": { value: new Vector3( 1.0, 1.0, 1.0 ) },
- "hiddenEdgeColor": { value: new Vector3( 1.0, 1.0, 1.0 ) },
- },
- vertexShader:
- "varying vec2 vUv;\n\
- void main() {\n\
- vUv = uv;\n\
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
- }",
- fragmentShader:
- "varying vec2 vUv;\
- uniform sampler2D maskTexture;\
- uniform vec2 texSize;\
- uniform vec3 visibleEdgeColor;\
- uniform vec3 hiddenEdgeColor;\
- \
- void main() {\n\
- vec2 invSize = 1.0 / texSize;\
- vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\
- vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\
- vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\
- vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\
- vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\
- float diff1 = (c1.r - c2.r)*0.5;\
- float diff2 = (c3.r - c4.r)*0.5;\
- float d = length( vec2(diff1, diff2) );\
- float a1 = min(c1.g, c2.g);\
- float a2 = min(c3.g, c4.g);\
- float visibilityFactor = min(a1, a2);\
- vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\
- gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\
- }"
- } );
- },
- getSeperableBlurMaterial: function ( maxRadius ) {
- return new ShaderMaterial( {
- defines: {
- "MAX_RADIUS": maxRadius,
- },
- uniforms: {
- "colorTexture": { value: null },
- "texSize": { value: new Vector2( 0.5, 0.5 ) },
- "direction": { value: new Vector2( 0.5, 0.5 ) },
- "kernelRadius": { value: 1.0 }
- },
- vertexShader:
- "varying vec2 vUv;\n\
- void main() {\n\
- vUv = uv;\n\
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
- }",
- fragmentShader:
- "#include <common>\
- varying vec2 vUv;\
- uniform sampler2D colorTexture;\
- uniform vec2 texSize;\
- uniform vec2 direction;\
- uniform float kernelRadius;\
- \
- float gaussianPdf(in float x, in float sigma) {\
- return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
- }\
- void main() {\
- vec2 invSize = 1.0 / texSize;\
- float weightSum = gaussianPdf(0.0, kernelRadius);\
- vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;\
- vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\
- vec2 uvOffset = delta;\
- for( int i = 1; i <= MAX_RADIUS; i ++ ) {\
- float w = gaussianPdf(uvOffset.x, kernelRadius);\
- vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);\
- vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);\
- diffuseSum += ((sample1 + sample2) * w);\
- weightSum += (2.0 * w);\
- uvOffset += delta;\
- }\
- gl_FragColor = diffuseSum/weightSum;\
- }"
- } );
- },
- getOverlayMaterial: function () {
- return new ShaderMaterial( {
- uniforms: {
- "maskTexture": { value: null },
- "edgeTexture1": { value: null },
- "edgeTexture2": { value: null },
- "patternTexture": { value: null },
- "edgeStrength": { value: 1.0 },
- "edgeGlow": { value: 1.0 },
- "usePatternTexture": { value: 0.0 }
- },
- vertexShader:
- "varying vec2 vUv;\n\
- void main() {\n\
- vUv = uv;\n\
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
- }",
- fragmentShader:
- "varying vec2 vUv;\
- uniform sampler2D maskTexture;\
- uniform sampler2D edgeTexture1;\
- uniform sampler2D edgeTexture2;\
- uniform sampler2D patternTexture;\
- uniform float edgeStrength;\
- uniform float edgeGlow;\
- uniform bool usePatternTexture;\
- \
- void main() {\
- vec4 edgeValue1 = texture2D(edgeTexture1, vUv);\
- vec4 edgeValue2 = texture2D(edgeTexture2, vUv);\
- vec4 maskColor = texture2D(maskTexture, vUv);\
- vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);\
- float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;\
- vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\
- vec4 finalColor = edgeStrength * maskColor.r * edgeValue;\
- if(usePatternTexture)\
- finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\
- gl_FragColor = finalColor;\
- }",
- blending: AdditiveBlending,
- depthTest: false,
- depthWrite: false,
- transparent: true
- } );
- }
- } );
- OutlinePass.BlurDirectionX = new Vector2( 1.0, 0.0 );
- OutlinePass.BlurDirectionY = new Vector2( 0.0, 1.0 );
- export { OutlinePass };
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