/** * @author rezmason */ const easeInOutQuad = input => { input = Math.max(0, Math.min(1, input)); if (input < 0.5) { return 2 * input * input; } input -= 1; return 1 - 2 * input * input; } const ARRAY_SIZE = 2048; THREE.ColorMapPass = function (entries, ditherMagnitude = 1, graininess = 100) { const colors = Array(ARRAY_SIZE).fill().map(_ => new THREE.Vector3(0, 0, 0)); const sortedEntries = entries.slice().sort((e1, e2) => e1.at - e2.at).map(entry => ({ color: new THREE.Vector3(entry.r, entry.g, entry.b), arrayIndex: Math.floor(Math.max(Math.min(1, entry.at), 0) * (ARRAY_SIZE - 1)) })); sortedEntries.unshift({color:sortedEntries[0].color, arrayIndex:0}); sortedEntries.push({color:sortedEntries[sortedEntries.length - 1].color, arrayIndex:ARRAY_SIZE - 1}); sortedEntries.forEach((entry, index) => { colors[entry.arrayIndex].copy(entry.color); if (index + 1 < sortedEntries.length) { const nextEntry = sortedEntries[index + 1]; const diff = nextEntry.arrayIndex - entry.arrayIndex; for (let i = 0; i < diff; i++) { colors[entry.arrayIndex + i].lerpVectors(entry.color, nextEntry.color, i / diff); } } }); const values = new Uint8Array([].concat(...colors.map(color => color.toArray().map(component => Math.floor(component * 255))))); this.dataTexture = new THREE.DataTexture( values, values.length / 3, 1, THREE.RGBFormat, THREE.UnsignedByteType, THREE.UVMapping); this.dataTexture.magFilter = THREE.LinearFilter; this.dataTexture.needsUpdate = true; this.graininess = graininess; this.shader = { uniforms: { tDiffuse: { value: null }, tColorData: { value: this.dataTexture }, ditherMagnitude: { value: ditherMagnitude }, tTime: { value: 0 } }, vertexShader: ` varying vec2 vUv; void main() { vUv = uv; gl_Position = vec4( position, 1.0 ); } `, fragmentShader: ` #define PI 3.14159265359 uniform sampler2D tDiffuse; uniform sampler2D tColorData; uniform float ditherMagnitude; uniform float tTime; varying vec2 vUv; highp float rand( const in vec2 uv, const in float t ) { const highp float a = 12.9898, b = 78.233, c = 43758.5453; highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI ); return fract(sin(sn) * c + t); } void main() { gl_FragColor = texture2D( tColorData, vec2( texture2D( tDiffuse, vUv ).r - rand( gl_FragCoord.xy, tTime ) * ditherMagnitude, 0.0 ) ); } ` }; THREE.ShaderPass.call(this, this.shader); }; THREE.ColorMapPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), { constructor: THREE.ColorMapPass, render: function() { this.uniforms[ "tColorData" ].value = this.dataTexture; this.uniforms[ "tTime" ].value = (Date.now() % this.graininess) / this.graininess; THREE.ShaderPass.prototype.render.call(this, ...arguments); } });