/** * @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; } THREE.ColorMapPass = function (entries) { const colors = Array(256).fill().map(_ => new THREE.Vector3()); const sortedEntries = entries.slice().sort((e1, e2) => e1.at - e2.at).map(entry => ({ color: entry.color, at255: Math.floor(Math.max(Math.min(1, entry.at), 0) * (colors.length - 1)) })); sortedEntries.unshift({color:sortedEntries[0].color, at255:0}); sortedEntries.push({color:sortedEntries[sortedEntries.length - 1].color, at255:255}); sortedEntries.forEach((entry, index) => { colors[entry.at255].copy(entry.color); if (index + 1 < sortedEntries.length) { const nextEntry = sortedEntries[index + 1]; const diff = nextEntry.at255 - entry.at255; for (let i = 0; i < diff; i++) { colors[entry.at255 + 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.shader = { uniforms: { tDiffuse: { value: null }, tColorData: { value: this.dataTexture } }, vertexShader: ` varying vec2 vUv; void main() { vUv = uv; gl_Position = vec4( position, 1.0 ); } `, fragmentShader: ` uniform sampler2D tDiffuse; uniform sampler2D tColorData; varying vec2 vUv; void main() { gl_FragColor = vec4( texture2D( tColorData, vec2( texture2D( tDiffuse, vUv ).r, 0.0 ) ).rgb, 1.0 ); } ` }; 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; THREE.ShaderPass.prototype.render.call(this, ...arguments); } });