File: //var/www/aspa/three/addons/postprocessing/LUTPass.js
import { ShaderPass } from './ShaderPass.js';
const LUTShader = {
	name: 'LUTShader',
	defines: {
		USE_3DTEXTURE: 1,
	},
	uniforms: {
		lut3d: { value: null },
		lut: { value: null },
		lutSize: { value: 0 },
		tDiffuse: { value: null },
		intensity: { value: 1.0 },
	},
	vertexShader: /* glsl */`
		varying vec2 vUv;
		void main() {
			vUv = uv;
			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
		}
	`,
	fragmentShader: /* glsl */`
		uniform float lutSize;
		#if USE_3DTEXTURE
		precision highp sampler3D;
		uniform sampler3D lut3d;
		#else
		uniform sampler2D lut;
		vec3 lutLookup( sampler2D tex, float size, vec3 rgb ) {
			float sliceHeight = 1.0 / size;
			float yPixelHeight = 1.0 / ( size * size );
			// Get the slices on either side of the sample
			float slice = rgb.b * size;
			float interp = fract( slice );
			float slice0 = slice - interp;
			float centeredInterp = interp - 0.5;
			float slice1 = slice0 + sign( centeredInterp );
			// Pull y sample in by half a pixel in each direction to avoid color
			// bleeding from adjacent slices.
			float greenOffset = clamp( rgb.g * sliceHeight, yPixelHeight * 0.5, sliceHeight - yPixelHeight * 0.5 );
			vec2 uv0 = vec2(
				rgb.r,
				slice0 * sliceHeight + greenOffset
			);
			vec2 uv1 = vec2(
				rgb.r,
				slice1 * sliceHeight + greenOffset
			);
			vec3 sample0 = texture2D( tex, uv0 ).rgb;
			vec3 sample1 = texture2D( tex, uv1 ).rgb;
			return mix( sample0, sample1, abs( centeredInterp ) );
		}
		#endif
		varying vec2 vUv;
		uniform float intensity;
		uniform sampler2D tDiffuse;
		void main() {
			vec4 val = texture2D( tDiffuse, vUv );
			vec4 lutVal;
			// pull the sample in by half a pixel so the sample begins
			// at the center of the edge pixels.
			float pixelWidth = 1.0 / lutSize;
			float halfPixelWidth = 0.5 / lutSize;
			vec3 uvw = vec3( halfPixelWidth ) + val.rgb * ( 1.0 - pixelWidth );
			#if USE_3DTEXTURE
			lutVal = vec4( texture( lut3d, uvw ).rgb, val.a );
			#else
			lutVal = vec4( lutLookup( lut, lutSize, uvw ), val.a );
			#endif
			gl_FragColor = vec4( mix( val, lutVal, intensity ) );
		}
	`,
};
class LUTPass extends ShaderPass {
	set lut( v ) {
		const material = this.material;
		if ( v !== this.lut ) {
			material.uniforms.lut3d.value = null;
			material.uniforms.lut.value = null;
			if ( v ) {
				const is3dTextureDefine = v.isData3DTexture ? 1 : 0;
				if ( is3dTextureDefine !== material.defines.USE_3DTEXTURE ) {
					material.defines.USE_3DTEXTURE = is3dTextureDefine;
					material.needsUpdate = true;
				}
				material.uniforms.lutSize.value = v.image.width;
				if ( v.isData3DTexture ) {
					material.uniforms.lut3d.value = v;
				} else {
					material.uniforms.lut.value = v;
				}
			}
		}
	}
	get lut() {
		return this.material.uniforms.lut.value || this.material.uniforms.lut3d.value;
	}
	set intensity( v ) {
		this.material.uniforms.intensity.value = v;
	}
	get intensity() {
		return this.material.uniforms.intensity.value;
	}
	constructor( options = {} ) {
		super( LUTShader );
		this.lut = options.lut || null;
		this.intensity = 'intensity' in options ? options.intensity : 1;
	}
}
export { LUTPass };