LuminosityHighPassShader top-level property

Map<String, dynamic> LuminosityHighPassShader
getter/setter pair

Implementation

Map<String, dynamic> LuminosityHighPassShader = {
  "shaderID": 'luminosityHighPass',
  "uniforms": {
    'tDiffuse': {"value": null},
    'luminosityThreshold': {"value": 1.0},
    'smoothWidth': {"value": 1.0},
    'defaultColor': {"value": Color.fromHex(0x000000)},
    'defaultOpacity': {"value": 0.0}
  },
  "vertexShader": [
    'varying vec2 vUv;',
    'void main() {',
    '	vUv = uv;',
    '	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
    '}'
  ].join('\n'),
  "fragmentShader": [
    'uniform sampler2D tDiffuse;',
    'uniform vec3 defaultColor;',
    'uniform float defaultOpacity;',
    'uniform float luminosityThreshold;',
    'uniform float smoothWidth;',
    'varying vec2 vUv;',
    'void main() {',
    '	vec4 texel = texture2D( tDiffuse, vUv );',
    '	vec3 luma = vec3( 0.299, 0.587, 0.114 );',
    '	float v = dot( texel.xyz, luma );',
    '	vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );',
    '	float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );',
    '	gl_FragColor = mix( outputColor, texel, alpha );',
    '}'
  ].join('\n')
};