| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849 | /** * 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 };
 |