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- ( function () {
- /**
- * RGB Halftone shader for three.js.
- * NOTE:
- * Shape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)
- * Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)
- */
- const HalftoneShader = {
- uniforms: {
- 'tDiffuse': {
- value: null
- },
- 'shape': {
- value: 1
- },
- 'radius': {
- value: 4
- },
- 'rotateR': {
- value: Math.PI / 12 * 1
- },
- 'rotateG': {
- value: Math.PI / 12 * 2
- },
- 'rotateB': {
- value: Math.PI / 12 * 3
- },
- 'scatter': {
- value: 0
- },
- 'width': {
- value: 1
- },
- 'height': {
- value: 1
- },
- 'blending': {
- value: 1
- },
- 'blendingMode': {
- value: 1
- },
- 'greyscale': {
- value: false
- },
- 'disable': {
- value: false
- }
- },
- vertexShader:
- /* glsl */
- `
- varying vec2 vUV;
- void main() {
- vUV = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
- }`,
- fragmentShader:
- /* glsl */
- `
- #define SQRT2_MINUS_ONE 0.41421356
- #define SQRT2_HALF_MINUS_ONE 0.20710678
- #define PI2 6.28318531
- #define SHAPE_DOT 1
- #define SHAPE_ELLIPSE 2
- #define SHAPE_LINE 3
- #define SHAPE_SQUARE 4
- #define BLENDING_LINEAR 1
- #define BLENDING_MULTIPLY 2
- #define BLENDING_ADD 3
- #define BLENDING_LIGHTER 4
- #define BLENDING_DARKER 5
- uniform sampler2D tDiffuse;
- uniform float radius;
- uniform float rotateR;
- uniform float rotateG;
- uniform float rotateB;
- uniform float scatter;
- uniform float width;
- uniform float height;
- uniform int shape;
- uniform bool disable;
- uniform float blending;
- uniform int blendingMode;
- varying vec2 vUV;
- uniform bool greyscale;
- const int samples = 8;
- float blend( float a, float b, float t ) {
- // linear blend
- return a * ( 1.0 - t ) + b * t;
- }
- float hypot( float x, float y ) {
- // vector magnitude
- return sqrt( x * x + y * y );
- }
- float rand( vec2 seed ){
- // get pseudo-random number
- return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );
- }
- float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {
- // apply shape-specific transforms
- float dist = hypot( coord.x - p.x, coord.y - p.y );
- float rad = channel;
- if ( shape == SHAPE_DOT ) {
- rad = pow( abs( rad ), 1.125 ) * rad_max;
- } else if ( shape == SHAPE_ELLIPSE ) {
- rad = pow( abs( rad ), 1.125 ) * rad_max;
- if ( dist != 0.0 ) {
- float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );
- dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;
- }
- } else if ( shape == SHAPE_LINE ) {
- rad = pow( abs( rad ), 1.5) * rad_max;
- float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;
- dist = hypot( normal.x * dot_p, normal.y * dot_p );
- } else if ( shape == SHAPE_SQUARE ) {
- float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;
- float sin_t = abs( sin( theta ) );
- float cos_t = abs( cos( theta ) );
- rad = pow( abs( rad ), 1.4 );
- rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );
- }
- return rad - dist;
- }
- struct Cell {
- // grid sample positions
- vec2 normal;
- vec2 p1;
- vec2 p2;
- vec2 p3;
- vec2 p4;
- float samp2;
- float samp1;
- float samp3;
- float samp4;
- };
- vec4 getSample( vec2 point ) {
- // multi-sampled point
- vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );
- float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;
- float step = PI2 / float( samples );
- float dist = radius * 0.66;
- for ( int i = 0; i < samples; ++i ) {
- float r = base + step * float( i );
- vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );
- tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );
- }
- tex /= float( samples ) + 1.0;
- return tex;
- }
- float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {
- // get colour for given point
- float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;
- if ( channel == 0 ) {
- c.samp1 = getSample( c.p1 ).r;
- c.samp2 = getSample( c.p2 ).r;
- c.samp3 = getSample( c.p3 ).r;
- c.samp4 = getSample( c.p4 ).r;
- } else if (channel == 1) {
- c.samp1 = getSample( c.p1 ).g;
- c.samp2 = getSample( c.p2 ).g;
- c.samp3 = getSample( c.p3 ).g;
- c.samp4 = getSample( c.p4 ).g;
- } else {
- c.samp1 = getSample( c.p1 ).b;
- c.samp3 = getSample( c.p3 ).b;
- c.samp2 = getSample( c.p2 ).b;
- c.samp4 = getSample( c.p4 ).b;
- }
- dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );
- dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );
- dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );
- dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );
- res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;
- res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;
- res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;
- res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;
- res = clamp( res, 0.0, 1.0 );
- return res;
- }
- Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {
- // get containing cell
- Cell c;
- // calc grid
- vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );
- float threshold = step * 0.5;
- float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );
- float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );
- vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );
- float offset_normal = mod( hypot( offset.x, offset.y ), step );
- float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;
- float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;
- float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );
- float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;
- float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;
- // get closest corner
- c.normal = n;
- c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;
- c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;
- // scatter
- if ( scatter != 0.0 ) {
- float off_mag = scatter * threshold * 0.5;
- float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;
- c.p1.x += cos( off_angle ) * off_mag;
- c.p1.y += sin( off_angle ) * off_mag;
- }
- // find corners
- float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );
- float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );
- c.p2.x = c.p1.x - n.x * normal_step;
- c.p2.y = c.p1.y - n.y * normal_step;
- c.p3.x = c.p1.x + n.y * line_step;
- c.p3.y = c.p1.y - n.x * line_step;
- c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;
- c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;
- return c;
- }
- float blendColour( float a, float b, float t ) {
- // blend colours
- if ( blendingMode == BLENDING_LINEAR ) {
- return blend( a, b, 1.0 - t );
- } else if ( blendingMode == BLENDING_ADD ) {
- return blend( a, min( 1.0, a + b ), t );
- } else if ( blendingMode == BLENDING_MULTIPLY ) {
- return blend( a, max( 0.0, a * b ), t );
- } else if ( blendingMode == BLENDING_LIGHTER ) {
- return blend( a, max( a, b ), t );
- } else if ( blendingMode == BLENDING_DARKER ) {
- return blend( a, min( a, b ), t );
- } else {
- return blend( a, b, 1.0 - t );
- }
- }
- void main() {
- if ( ! disable ) {
- // setup
- vec2 p = vec2( vUV.x * width, vUV.y * height );
- vec2 origin = vec2( 0, 0 );
- float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;
- // get channel samples
- Cell cell_r = getReferenceCell( p, origin, rotateR, radius );
- Cell cell_g = getReferenceCell( p, origin, rotateG, radius );
- Cell cell_b = getReferenceCell( p, origin, rotateB, radius );
- float r = getDotColour( cell_r, p, 0, rotateR, aa );
- float g = getDotColour( cell_g, p, 1, rotateG, aa );
- float b = getDotColour( cell_b, p, 2, rotateB, aa );
- // blend with original
- vec4 colour = texture2D( tDiffuse, vUV );
- r = blendColour( r, colour.r, blending );
- g = blendColour( g, colour.g, blending );
- b = blendColour( b, colour.b, blending );
- if ( greyscale ) {
- r = g = b = (r + b + g) / 3.0;
- }
- gl_FragColor = vec4( r, g, b, 1.0 );
- } else {
- gl_FragColor = texture2D( tDiffuse, vUV );
- }
- }`
- };
- THREE.HalftoneShader = HalftoneShader;
- } )();
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