Spaces:
Running
Running
import { TempNode } from 'three/webgpu'; | |
import { nodeObject, Fn, float, uniform, vec3, vec4, mix } from 'three/tsl'; | |
/** @module Lut3DNode **/ | |
/** | |
* A post processing node for color grading via lookup tables. | |
* | |
* @augments TempNode | |
*/ | |
class Lut3DNode extends TempNode { | |
static get type() { | |
return 'Lut3DNode'; | |
} | |
/** | |
* Constructs a new LUT node. | |
* | |
* @param {Node} inputNode - The node that represents the input of the effect. | |
* @param {TextureNode} lutNode - A texture node that represents the lookup table. | |
* @param {Number} size - The size of the lookup table. | |
* @param {Node<float>} intensityNode - Controls the intensity of the effect. | |
*/ | |
constructor( inputNode, lutNode, size, intensityNode ) { | |
super( 'vec4' ); | |
/** | |
* The node that represents the input of the effect. | |
* | |
* @type {Node} | |
*/ | |
this.inputNode = inputNode; | |
/** | |
* A texture node that represents the lookup table. | |
* | |
* @type {TextureNode} | |
*/ | |
this.lutNode = lutNode; | |
/** | |
* The size of the lookup table. | |
* | |
* @type {UniformNode<float>} | |
*/ | |
this.size = uniform( size ); | |
/** | |
* Controls the intensity of the effect. | |
* | |
* @type {Node<float>} | |
*/ | |
this.intensityNode = intensityNode; | |
} | |
/** | |
* This method is used to setup the effect's TSL code. | |
* | |
* @param {NodeBuilder} builder - The current node builder. | |
* @return {ShaderCallNodeInternal} | |
*/ | |
setup() { | |
const { inputNode, lutNode } = this; | |
const sampleLut = ( uv ) => lutNode.sample( uv ); | |
const lut3D = Fn( () => { | |
const base = inputNode; | |
// pull the sample in by half a pixel so the sample begins at the center of the edge pixels. | |
const pixelWidth = float( 1.0 ).div( this.size ); | |
const halfPixelWidth = float( 0.5 ).div( this.size ); | |
const uvw = vec3( halfPixelWidth ).add( base.rgb.mul( float( 1.0 ).sub( pixelWidth ) ) ); | |
const lutValue = vec4( sampleLut( uvw ).rgb, base.a ); | |
return vec4( mix( base, lutValue, this.intensityNode ) ); | |
} ); | |
const outputNode = lut3D(); | |
return outputNode; | |
} | |
} | |
export default Lut3DNode; | |
/** | |
* TSL function for creating a LUT node for color grading via post processing. | |
* | |
* @function | |
* @param {Node} node - The node that represents the input of the effect. | |
* @param {TextureNode} lut - A texture node that represents the lookup table. | |
* @param {Number} size - The size of the lookup table. | |
* @param {Node<float> | Number} intensity - Controls the intensity of the effect. | |
* @returns {Lut3DNode} | |
*/ | |
export const lut3D = ( node, lut, size, intensity ) => nodeObject( new Lut3DNode( nodeObject( node ), nodeObject( lut ), size, nodeObject( intensity ) ) ); | |