12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455 |
- ( function () {
- /**
- * Sepia tone shader
- * based on glfx.js sepia shader
- * https://github.com/evanw/glfx.js
- */
- const SepiaShader = {
- uniforms: {
- 'tDiffuse': {
- value: null
- },
- 'amount': {
- value: 1.0
- }
- },
- vertexShader:
- /* glsl */
- `
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader:
- /* glsl */
- `
- uniform float amount;
- uniform sampler2D tDiffuse;
- varying vec2 vUv;
- void main() {
- vec4 color = texture2D( tDiffuse, vUv );
- vec3 c = color.rgb;
- color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );
- color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );
- color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );
- gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );
- }`
- };
- THREE.SepiaShader = SepiaShader;
- } )();
|