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							- ( function () {
 
- 	/**
 
-  * Dot screen shader
 
-  * based on glfx.js sepia shader
 
-  * https://github.com/evanw/glfx.js
 
-  */
 
- 	const DotScreenShader = {
 
- 		uniforms: {
 
- 			'tDiffuse': {
 
- 				value: null
 
- 			},
 
- 			'tSize': {
 
- 				value: new THREE.Vector2( 256, 256 )
 
- 			},
 
- 			'center': {
 
- 				value: new THREE.Vector2( 0.5, 0.5 )
 
- 			},
 
- 			'angle': {
 
- 				value: 1.57
 
- 			},
 
- 			'scale': {
 
- 				value: 1.0
 
- 			}
 
- 		},
 
- 		vertexShader:
 
-   /* glsl */
 
-   `
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 		fragmentShader:
 
-   /* glsl */
 
-   `
 
- 		uniform vec2 center;
 
- 		uniform float angle;
 
- 		uniform float scale;
 
- 		uniform vec2 tSize;
 
- 		uniform sampler2D tDiffuse;
 
- 		varying vec2 vUv;
 
- 		float pattern() {
 
- 			float s = sin( angle ), c = cos( angle );
 
- 			vec2 tex = vUv * tSize - center;
 
- 			vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;
 
- 			return ( sin( point.x ) * sin( point.y ) ) * 4.0;
 
- 		}
 
- 		void main() {
 
- 			vec4 color = texture2D( tDiffuse, vUv );
 
- 			float average = ( color.r + color.g + color.b ) / 3.0;
 
- 			gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );
 
- 		}`
 
- 	};
 
- 	THREE.DotScreenShader = DotScreenShader;
 
- } )();
 
 
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