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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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