| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768 | import {	Vector2} from '../../../build/three.module.js';/** * Dot screen shader * based on glfx.js sepia shader * https://github.com/evanw/glfx.js */const DotScreenShader = {	uniforms: {		'tDiffuse': { value: null },		'tSize': { value: new Vector2( 256, 256 ) },		'center': { value: new 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 );		}`};export { DotScreenShader };
 |