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							- /**
 
-  * 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 );
 
- 		}`
 
- };
 
- export { VignetteShader };
 
 
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