/** * @author rezmason */ THREE.ImageOverlayPass = function (texture) { this.texture = texture; this.shader = { uniforms: { tDiffuse: { value: null }, map: { value: this.texture }, }, vertexShader: ` varying vec2 vUv; void main() { vUv = uv; gl_Position = vec4( position, 1.0 ); } `, fragmentShader: ` uniform sampler2D tDiffuse; uniform sampler2D map; varying vec2 vUv; void main() { gl_FragColor = vec4(texture2D(map, vUv).rgb * (pow(texture2D(tDiffuse, vUv).r, 1.5) * 0.995 + 0.005), 1.0); } ` }; THREE.ShaderPass.call(this, this.shader); }; THREE.ImageOverlayPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), { constructor: THREE.ImageOverlayPass, render: function() { this.uniforms[ "map" ].value = this.texture; THREE.ShaderPass.prototype.render.call(this, ...arguments); } });