/** * @author rezmason */ THREE.HorizontalColorationPass = function (colors, ditherMagnitude = 1) { 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 }, ditherMagnitude: { value: ditherMagnitude }, }, 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; varying vec2 vUv; highp float rand( const in vec2 uv ) { 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); } void main() { float value = texture2D(tDiffuse, vUv).r; vec3 value2 = texture2D(tColorData, vUv).rgb - rand( gl_FragCoord.xy ) * ditherMagnitude; gl_FragColor = vec4(value2 * value, 1.0); } ` }; THREE.ShaderPass.call(this, this.shader); }; THREE.HorizontalColorationPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), { constructor: THREE.HorizontalColorationPass, render: function() { this.uniforms[ "tColorData" ].value = this.dataTexture; THREE.ShaderPass.prototype.render.call(this, ...arguments); } });