| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576 | ( function () {	/** * Dot screen shader * based on glfx.js sepia shader * https://github.com/evanw/glfx.js */	const DotScreenShader = {		uniforms: {			'tDiffuse': {				value: null			},			'tSize': {				value: new THREE.Vector2( 256, 256 )			},			'center': {				value: new THREE.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 );		}`	};	THREE.DotScreenShader = DotScreenShader;} )();
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