BleachBypassShader top-level property
Bleach bypass shader http://en.wikipedia.org/wiki/Bleach_bypass
Implementation
var BleachBypassShader = {
"uniforms": {
'tDiffuse': {},
'opacity': {"value": 1.0}
},
"vertexShader": [
'varying vec2 vUv;',
'void main() {',
' vUv = uv;',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}'
].join('\n'),
"fragmentShader": [
'uniform float opacity;',
'uniform sampler2D tDiffuse;',
'varying vec2 vUv;',
'void main() {',
' vec4 base = texture2D( tDiffuse, vUv );',
' vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );',
' float lum = dot( lumCoeff, base.rgb );',
' vec3 blend = vec3( lum );',
' float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );',
' vec3 result1 = 2.0 * base.rgb * blend;',
' vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );',
' vec3 newColor = mix( result1, result2, L );',
' float A2 = opacity * base.a;',
' vec3 mixRGB = A2 * newColor.rgb;',
' mixRGB += ( ( 1.0 - A2 ) * base.rgb );',
' gl_FragColor = vec4( mixRGB, base.a );',
'}'
].join('\n')
};