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feat: Ramp #219

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105 changes: 105 additions & 0 deletions src/effects/Ramp.tsx
Original file line number Diff line number Diff line change
@@ -0,0 +1,105 @@
import { Uniform } from 'three'
import { BlendFunction, Effect } from 'postprocessing'
import { wrapEffect } from '../util'

const RampShader = {
fragmentShader: `

uniform int rampType;

uniform vec2 rampStart;
uniform vec2 rampEnd;

uniform vec4 startColor;
uniform vec4 endColor;

uniform float rampBias;
uniform float rampGain;

uniform bool rampMask;
uniform bool rampInvert;

float getBias(float time, float bias) {
return (time / ((((1.0 / bias) - 2.0) * (1.0 - time)) + 1.0));
}

float getGain(float time, float gain) {
if(time < 0.5)
return getBias(time * 2.0, gain) / 2.0;
else
return getBias(time * 2.0 - 1.0, 1.0 - gain) / 2.0 + 0.5;
}

void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {

vec2 startPixel = rampStart * resolution.xy;
vec2 endPixel = rampEnd * resolution.xy;

float rampAlpha, radius;

if (rampType == 1) {
vec2 fuv = uv * resolution.xy / resolution.y;
vec2 suv = startPixel / resolution.y;
vec2 euv = endPixel / resolution.y;

radius = length(suv - euv);
float falloff = length(fuv - suv);
rampAlpha = smoothstep(0., radius, falloff);
}

else {
radius = length(startPixel - endPixel);
vec2 direction = normalize(vec2(endPixel.x - startPixel.x, -(startPixel.y - endPixel.y)));

float fade = dot(uv * resolution - startPixel, direction);
if (rampType == 2) { fade = abs(fade); }

rampAlpha = smoothstep(0.0, 1.0, fade / radius);
}

rampAlpha = abs((rampInvert ? 1.0 : 0.0) - getBias(rampAlpha, rampBias) * getGain(rampAlpha, rampGain));

if (!rampMask) {
outputColor = mix(startColor, endColor, rampAlpha);
}

else {
vec4 inputBuff = texture2D(inputBuffer, uv);
outputColor = mix(inputBuff, inputColor, rampAlpha);
}
}`,
}

export class RampEffect extends Effect {
constructor({
blendFunction = BlendFunction.NORMAL, // Multiply default, but blend modes are great for ramp
rampType = 0, // {0 : linear, 1 : radial, 2 : linear (mirrored)}
rampStart = [0.5, 0.5], // [0, 1) as normalized x,y
rampEnd = [1, 1], // [0, 1) as normalized x,y
startColor = [0, 0, 0, 1], // black default
endColor = [1, 1, 1, 1], // white default
rampBias = 0.5, // [0, 1] - linear interpolation curve when both bias and gain are 0.5
rampGain = 0.5, // [0, 1] - linear interpolation curve when both bias and gain are 0.5
rampMask = false, // bool - uses ramp as effect mask, ignores colors when true
rampInvert = false // when false, rampStart is transparent and rampEnd is opaque
} = {}) {
super('RampEffect', RampShader.fragmentShader, {
blendFunction,
uniforms: new Map<string, Uniform<number | number[]>>([

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['rampType', new Uniform(rampType)],
['rampStart', new Uniform(rampStart)],
['rampEnd', new Uniform(rampEnd)],
['startColor', new Uniform(startColor)],
['endColor', new Uniform(endColor)],
['rampBias', new Uniform(rampBias)],
['rampGain', new Uniform(rampGain)],
['rampMask', new Uniform(rampMask)],
['rampInvert', new Uniform(rampInvert)],
]),
})
}
}

const Ramp = wrapEffect(RampEffect)

export default Ramp
1 change: 1 addition & 0 deletions src/index.tsx
Original file line number Diff line number Diff line change
Expand Up @@ -24,6 +24,7 @@ export * from './effects/Sepia'
export * from './effects/SSAO'
export * from './effects/SMAA'
export * from './effects/FXAA'
export * from './effects/Ramp'
export * from './effects/Texture'
export * from './effects/ToneMapping'
export * from './effects/Vignette'
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