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@@ -1,19 +1,4 @@
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module BABYLON {
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- BABYLON.Effect.ShadersStore["highlightLayerThresholdFragmentShader"] = "\r\n" +
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- "precision highp float;\r\n" +
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-
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- "varying vec2 vUV;\r\n" +
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-
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- "uniform float threshold;\r\n" +
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- "uniform sampler2D textureSampler;\r\n" +
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-
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- "void main(void) {\r\n" +
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- " vec4 color = texture2D(textureSampler, vUV);" +
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- " float alpha = smoothstep(.0, threshold, color.a);" +
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- " color.a = alpha;" +
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- " gl_FragColor = color * alpha;\r\n" +
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- "}\r\n";
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-
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/**
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* Special Glow Blur post process only blurring the alpha channel
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* It enforces keeping the most luminous color in the color channel.
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@@ -912,6 +897,7 @@
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this._downSamplePostprocess.dispose();
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this._horizontalBlurPostprocess.dispose();
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this._verticalBlurPostprocess.dispose();
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+ this._thresholdPostProcess.dispose();
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}
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/**
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