I do not know how to correctly say, in general, the essence is, I found a bloom shader: https://threejs.org/examples/webgl_postprocessing_unreal_bloom.html
It works fine, but a little not as it is necessary for me, it allocates only bright areas and highlights.
I need to highlight not the brightness, I need to highlight the intensity of the color.
For example:
In the picture I highlighted a circle where there should be a selection, have ideas how to do this?
Thanks in advance)
You could use a RGBtoHSV
function to check the hue, saturation, and value of a pixel then take the distance from that to the actual color to decide to bloom or not
From this answer:
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
Therefore
// PSEUDO CODE!
uniform vec3 targetHSV; // supply hue, saturation, value in 0 to 1 range for each.
// Red = 0,1,1
vec3 color = texture2D(renderTarget, uv).rgb;
vec3 hsv = rgb2hsv(color);
vec3 hueDist = abs(hsv.x - targetHSV.x);
// hue wraps
if (hueDist > 0.5) {
hueDist = 1. - hueDist;
}
// 2x for hue because it's at most .5 dist?
float dist = length(vec3(hueDist * 2., hsv.yz - targetHSV.yz));
// now use dist < threshold or smoothstep or something to decide
// whether value contributes to bloom