luminosityHighPassShader top-level property
Luminosity http://en.wikipedia.org/wiki/Luminosity
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')
};