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@@ -1,11 +1,242 @@
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-var ShaderExtras = {
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+/**
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+ * @author alteredq / http://alteredqualia.com/
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+ *
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+ * ShaderExtras currently contains:
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+ *
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+ * screen
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+ * convolution
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+ * film
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+ * bokeh
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+ * sepia
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+ * dotscreen
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+ * vignette
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+ * bleachbypass
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+ * basic
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+ *
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+ */
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+
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+THREE.ShaderExtras = {
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+
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+ /* -------------------------------------------------------------------------
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+ // Full-screen textured quad shader
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+ ------------------------------------------------------------------------- */
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+
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+ 'screen': {
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+
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+ uniforms: {
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+
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+ tDiffuse: { type: "t", value: 0, texture: null },
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+ opacity: { type: "f", value: 1.0 }
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+
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+ },
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+
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+ vertexShader: [
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+
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+ "varying vec2 vUv;",
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+
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+ "void main() {",
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+
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+ "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+
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+ "}"
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+
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+ ].join("\n"),
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+
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+ fragmentShader: [
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+
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+ "uniform float opacity;",
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+
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+ "uniform sampler2D tDiffuse;",
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+
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+ "varying vec2 vUv;",
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+
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+ "void main() {",
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+
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+ "vec4 texel = texture2D( tDiffuse, vUv );",
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+ "gl_FragColor = opacity * texel;",
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+
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+ "}"
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+
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+ ].join("\n")
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+
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+ },
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+
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+ /* ------------------------------------------------------------------------
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+ // Convolution shader
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+ // - ported from o3d sample to WebGL / GLSL
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+ // http://o3d.googlecode.com/svn/trunk/samples/convolution.html
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+ ------------------------------------------------------------------------ */
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+
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+ 'convolution': {
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+
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+ uniforms: {
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+
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+ "tDiffuse" : { type: "t", value: 0, texture: null },
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+ "uImageIncrement" : { type: "v2", value: new THREE.Vector2( 0.001953125, 0.0 ) },
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+ "cKernel" : { type: "fv1", value: [] }
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+
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+ },
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+
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+ vertexShader: [
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+
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+ //"#define KERNEL_SIZE 25.0",
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+
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+ "uniform vec2 uImageIncrement;",
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+
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+ "varying vec2 vUv;",
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+
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+ "void main() {",
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+
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+ "vUv = uv - ( ( KERNEL_SIZE - 1.0 ) / 2.0 ) * uImageIncrement;",
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+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+
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+ "}"
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+
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+ ].join("\n"),
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+
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+ fragmentShader: [
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+
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+ //"#define KERNEL_SIZE 25",
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+ "uniform float cKernel[ KERNEL_SIZE ];",
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+
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+ "uniform sampler2D tDiffuse;",
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+ "uniform vec2 uImageIncrement;",
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+
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+ "varying vec2 vUv;",
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+
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+ "void main() {",
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+
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+ "vec2 imageCoord = vUv;",
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+ "vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
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+
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+ "for( int i = 0; i < KERNEL_SIZE; i ++ ) {",
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+
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+ "sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
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+ "imageCoord += uImageIncrement;",
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+
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+ "}",
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+
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+ "gl_FragColor = sum;",
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+
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+ "}"
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+
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+
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+ ].join("\n")
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+
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+ },
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+
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+ /* -------------------------------------------------------------------------
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+
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+ // Film grain & scanlines shader
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+
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+ // - ported from HLSL to WebGL / GLSL
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+ // http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
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+
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+ // Screen Space Static Postprocessor
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+ //
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+ // Produces an analogue noise overlay similar to a film grain / TV static
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+ //
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+ // Original implementation and noise algorithm
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+ // Pat 'Hawthorne' Shearon
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+ //
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+ // Optimized scanlines + noise version with intensity scaling
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+ // Georg 'Leviathan' Steinrohder
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+
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+ // This version is provided under a Creative Commons Attribution 3.0 License
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+ // http://creativecommons.org/licenses/by/3.0/
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+ ------------------------------------------------------------------------- */
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+
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+ 'film': {
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+
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+ uniforms: {
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+
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+ tDiffuse: { type: "t", value: 0, texture: null },
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+ time: { type: "f", value: 0.0 },
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+ nIntensity: { type: "f", value: 0.5 },
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+ sIntensity: { type: "f", value: 0.05 },
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+ sCount: { type: "f", value: 4096 },
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+ grayscale: { type: "i", value: 1 }
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+
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+ },
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+
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+ vertexShader: [
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+
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+ "varying vec2 vUv;",
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+
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+ "void main() {",
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+
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+ "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+
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+ "}"
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+
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+ ].join("\n"),
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+
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+ fragmentShader: [
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+
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+ // control parameter
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+ "uniform float time;",
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+
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+ "uniform bool grayscale;",
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+
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+ // noise effect intensity value (0 = no effect, 1 = full effect)
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+ "uniform float nIntensity;",
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+
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+ // scanlines effect intensity value (0 = no effect, 1 = full effect)
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+ "uniform float sIntensity;",
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+
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+ // scanlines effect count value (0 = no effect, 4096 = full effect)
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+ "uniform float sCount;",
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+
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+ "uniform sampler2D tDiffuse;",
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+
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+ "varying vec2 vUv;",
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+
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+ "void main() {",
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+
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+ // sample the source
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+ "vec4 cTextureScreen = texture2D( tDiffuse, vUv );",
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+
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+ // make some noise
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+ "float x = vUv.x * vUv.y * time * 1000.0;",
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+ "x = mod( x, 13.0 ) * mod( x, 123.0 );",
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+ "float dx = mod( x, 0.01 );",
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+
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+ // add noise
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+ "vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );",
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+
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+ // get us a sine and cosine
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+ "vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );",
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+
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+ // add scanlines
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+ "cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;",
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+
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+ // interpolate between source and result by intensity
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+ "cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );",
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+
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+ // convert to grayscale if desired
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+ "if( grayscale ) {",
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+
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+ "cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );",
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+
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+ "}",
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+
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+ "gl_FragColor = vec4( cResult, cTextureScreen.a );",
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+
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+ "}"
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+
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+ ].join("\n")
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+
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+ },
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+
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/* -------------------------------------------------------------------------
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// Depth-of-field shader with bokeh
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- // ported from GLSL shader by Martins Upitis
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+ // ported from GLSL shader by Martins Upitis
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// http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
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------------------------------------------------------------------------- */
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-
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+
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'bokeh' : {
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uniforms: { tColor: { type: "t", value: 0, texture: null },
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@@ -21,10 +252,10 @@ var ShaderExtras = {
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"varying vec2 vUv;",
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"void main() {",
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-
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+
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"vUv = vec2( uv.x, 1.0 - uv.y );",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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-
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+
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"}"
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].join("\n"),
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@@ -32,16 +263,16 @@ var ShaderExtras = {
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fragmentShader: [
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"varying vec2 vUv;",
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-
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+
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"uniform sampler2D tColor;",
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"uniform sampler2D tDepth;",
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"uniform float maxblur;", // max blur amount
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"uniform float aperture;", // aperture - bigger values for shallower depth of field
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-
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+
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"uniform float focus;",
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"uniform float aspect;",
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-
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+
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"void main() {",
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"vec2 aspectcorrect = vec2( 1.0, aspect );",
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@@ -49,9 +280,9 @@ var ShaderExtras = {
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"vec4 depth1 = texture2D( tDepth, vUv );",
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"float factor = depth1.x - focus;",
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-
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+
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"vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );",
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-
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+
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"vec2 dofblur9 = dofblur * 0.9;",
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"vec2 dofblur7 = dofblur * 0.7;",
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"vec2 dofblur4 = dofblur * 0.4;",
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@@ -64,52 +295,361 @@ var ShaderExtras = {
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );",
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-
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+
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
|
|
|
- "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
|
|
|
+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
|
|
|
"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );",
|
|
|
|
|
|
"gl_FragColor = col / 41.0;",
|
|
|
"gl_FragColor.a = 1.0;",
|
|
|
-
|
|
|
+
|
|
|
"}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
-}
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ /* -------------------------------------------------------------------------
|
|
|
+ // Sepia tone shader
|
|
|
+ // - based on glfx.js sepia shader
|
|
|
+ // https://github.com/evanw/glfx.js
|
|
|
+ ------------------------------------------------------------------------- */
|
|
|
+
|
|
|
+ 'sepia': {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+
|
|
|
+ tDiffuse: { type: "t", value: 0, texture: null },
|
|
|
+ amount: { type: "f", value: 1.0 }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "varying vec2 vUv;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vUv = vec2( uv.x, 1.0 - uv.y );",
|
|
|
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform float amount;",
|
|
|
+
|
|
|
+ "uniform sampler2D tDiffuse;",
|
|
|
+
|
|
|
+ "varying vec2 vUv;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vec4 color = texture2D( tDiffuse, vUv );",
|
|
|
+ "vec3 c = color.rgb;",
|
|
|
+
|
|
|
+ "color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
|
|
|
+ "color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
|
|
|
+ "color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ /* -------------------------------------------------------------------------
|
|
|
+ // Dot screen shader
|
|
|
+ // - based on glfx.js sepia shader
|
|
|
+ // https://github.com/evanw/glfx.js
|
|
|
+ ------------------------------------------------------------------------- */
|
|
|
+
|
|
|
+ 'dotscreen': {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+
|
|
|
+ tDiffuse: { type: "t", value: 0, texture: null },
|
|
|
+ tSize: { type: "v2", value: new THREE.Vector2( 256, 256 ) },
|
|
|
+ center: { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
|
|
|
+ angle: { type: "f", value: 1.57 },
|
|
|
+ scale: { type: "f", value: 1.0 }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "varying vec2 vUv;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vUv = vec2( uv.x, 1.0 - uv.y );",
|
|
|
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "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 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ /* ------------------------------------------------------------------------------------------------
|
|
|
+ // 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
|
|
|
+ ------------------------------------------------------------------------------------------------ */
|
|
|
+
|
|
|
+ 'vignette': {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+
|
|
|
+ tDiffuse: { type: "t", value: 0, texture: null },
|
|
|
+ offset: { type: "f", value: 1.0 },
|
|
|
+ darkness: { type: "f", value: 1.0 }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "varying vec2 vUv;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vUv = vec2( uv.x, 1.0 - uv.y );",
|
|
|
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "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 );",
|
|
|
+
|
|
|
+ /*
|
|
|
+ // alternative version from glfx.js
|
|
|
+ // this one makes more "dusty" look (as opposed to "burned")
|
|
|
+
|
|
|
+ "vec4 color = texture2D( tDiffuse, vUv );",
|
|
|
+ "float dist = distance( vUv, vec2( 0.5 ) );",
|
|
|
+ "color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
|
|
|
+ "gl_FragColor = color;",
|
|
|
+ */
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ /* -------------------------------------------------------------------------
|
|
|
+ // Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
|
|
|
+ // - based on Nvidia example
|
|
|
+ // http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
|
|
|
+ ------------------------------------------------------------------------- */
|
|
|
+
|
|
|
+ 'bleachbypass': {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+
|
|
|
+ tDiffuse: { type: "t", value: 0, texture: null },
|
|
|
+ opacity: { type: "f", value: 1.0 }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "varying vec2 vUv;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vUv = vec2( uv.x, 1.0 - uv.y );",
|
|
|
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform float opacity;",
|
|
|
+
|
|
|
+ "uniform sampler2D tDiffuse;",
|
|
|
+
|
|
|
+ "varying vec2 vUv;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vec4 base = texture2D( tDiffuse, vUv );",
|
|
|
+
|
|
|
+ "vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );",
|
|
|
+ "float lum = dot( lumCoeff, base.rgb );",
|
|
|
+ "vec3 blend = vec3( lum );",
|
|
|
+
|
|
|
+ "float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );",
|
|
|
+
|
|
|
+ "vec3 result1 = 2.0 * base.rgb * blend;",
|
|
|
+ "vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );",
|
|
|
+
|
|
|
+ "vec3 newColor = mix( result1, result2, L );",
|
|
|
+
|
|
|
+ "float A2 = opacity * base.a;",
|
|
|
+ "vec3 mixRGB = A2 * newColor.rgb;",
|
|
|
+ "mixRGB += ( ( 1.0 - A2 ) * base.rgb );",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4( mixRGB, base.a );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ /* -------------------------------------------------------------------------
|
|
|
+ // Simple test shader
|
|
|
+ ------------------------------------------------------------------------- */
|
|
|
+
|
|
|
+ 'basic': {
|
|
|
+
|
|
|
+ uniforms: {},
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // METHODS
|
|
|
+
|
|
|
+ buildKernel: function( sigma ) {
|
|
|
+
|
|
|
+ // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
|
|
|
+
|
|
|
+ function gauss( x, sigma ) {
|
|
|
+
|
|
|
+ return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
|
|
|
+
|
|
|
+ if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
|
|
|
+ halfWidth = ( kernelSize - 1 ) * 0.5
|
|
|
+
|
|
|
+ values = new Array( kernelSize );
|
|
|
+ sum = 0.0;
|
|
|
+ for ( i = 0; i < kernelSize; ++i ) {
|
|
|
+
|
|
|
+ values[ i ] = gauss( i - halfWidth, sigma );
|
|
|
+ sum += values[ i ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // normalize the kernel
|
|
|
+
|
|
|
+ for ( i = 0; i < kernelSize; ++i ) values[ i ] /= sum;
|
|
|
+
|
|
|
+ return values;
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
};
|