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- ( function () {
- /**
- * Vignette shader
- * based on PaintEffect postprocess from ro.me
- * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
- */
- const VignetteShader = {
- uniforms: {
- 'tDiffuse': {
- value: null
- },
- 'offset': {
- value: 1.0
- },
- 'darkness': {
- value: 1.0
- }
- },
- vertexShader:
- /* glsl */
- `
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader:
- /* glsl */
- `
- uniform float offset;
- uniform float darkness;
- uniform sampler2D tDiffuse;
- varying vec2 vUv;
- void main() {
- // Eskil's vignette
- vec4 texel = texture2D( tDiffuse, vUv );
- vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );
- gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );
- }`
- };
- THREE.VignetteShader = VignetteShader;
- } )();
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