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@@ -1,179 +1,312 @@
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/**
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/**
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* @author meatbags / xavierburrow.com, github/meatbags
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* @author meatbags / xavierburrow.com, github/meatbags
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*
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*
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- * Colour halftone shader
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- * Shape uniform (1 = circle, 2 = euclidean dot, 3 = ellipse, 4 = line, 5 = square)
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- * Blending mode (1 = linear, 2 = add, 3 = multiply, 4 = lighter colour, 5 = darker colour)
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+ * RGB Halftone shader for three.js.
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+ *
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*/
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*/
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THREE.HalftoneShader = {
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THREE.HalftoneShader = {
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+
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uniforms: {
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uniforms: {
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- "shape": {value: 2},
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- "tDiffuse": {value: null},
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- "radius": {value: 12},
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- "rC": {value: Math.PI / 12},
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- "rM": {value: Math.PI / 12 * 2},
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- "rY": {value: Math.PI / 12 * 3},
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- "width": {value: 1},
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- "height": {value: 1},
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- "blending": {value: 0},
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- "blendingMode": {value: 1},
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- "greyscale": {value: false},
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- "disable": {value: false}
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+ "tDiffuse": { value: null },
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+ "shape": { value: 1 },
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+ "radius": { value: 4 },
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+ "rotateR": { value: Math.PI / 12 * 1 },
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+ "rotateG": { value: Math.PI / 12 * 2 },
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+ "rotateB": { value: Math.PI / 12 * 3 },
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+ "scatter": { value: 0 },
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+ "width": { value: 1 },
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+ "height": { value: 1 },
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+ "blending": { value: 1 },
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+ "blendingMode": { value: 1 },
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+ "greyscale": { value: false },
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+ "disable": { value: false }
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},
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},
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- vertexShader: `
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- varying vec2 vUV;
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-
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- void main() {
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- vUV = uv;
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- gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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- }`,
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- fragmentShader: `
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- #define SQRT2 1.41421356
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- #define SQRT2_HALF 0.70710678
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- #define SQRT2_MINUS_ONE 0.41421356
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- #define SQRT2_HALF_MINUS_ONE 0.20710678
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-
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- uniform sampler2D tDiffuse;
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- uniform float radius;
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- uniform float rC;
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- uniform float rM;
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- uniform float rY;
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- uniform float width;
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- uniform float height;
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- uniform int shape;
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- uniform bool disable;
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- uniform float blending;
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- uniform int blendingMode;
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- uniform bool greyscale;
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-
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- varying vec2 vUV;
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-
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- float blend(float a, float b, float t) {
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- return a * (1.0 - t) + b * t;
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- }
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-
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- float blendColour(float a, float b, float t) {
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- if (blendingMode == 1) {
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- return blend(a, b, t);
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- } else if (blendingMode == 2) {
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- return blend(a, min(1.0, a + b), t);
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- } else if (blendingMode == 3) {
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- return blend(a, max(0.0, a * b), t);
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- } else if (blendingMode == 4) {
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- return blend(a, max(a, b), t);
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- } else {
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- return blend(a, min(a, b), t);
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- }
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- }
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-
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- float hypot(float x, float y) {
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- return sqrt(x * x + y * y);
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- }
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-
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- float distanceTo(vec2 a, vec2 b) {
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- return hypot(b.x - a.x, b.y - a.y);
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- }
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-
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- float shapeDistance(vec2 p, vec2 coord, vec2 n) {
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- float d = distanceTo(p, coord);
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-
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- if (shape == 3) {
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- // ellipse
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- if (d != 0.0) {
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- float dp = abs((p.x - coord.x) / d * n.x + (p.y - coord.y) / d * n.y);
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- d = (d * (1.0 - SQRT2_HALF_MINUS_ONE)) + dp * d * SQRT2_MINUS_ONE;
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- }
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- } else if (shape == 4) {
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- // line
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- float dp = (p.x - coord.x) * n.x + (p.y - coord.y) * n.y;
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- d = hypot(n.x * dp, n.y * dp);
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- }
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-
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- return d;
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- }
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-
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- float shapeRadius(float r, vec2 p, vec2 coord, float angle) {
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- r = pow(abs(r), 1.125);
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-
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- if (shape == 2 || shape == 5) {
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- float theta = atan(p.y - coord.y, p.x - coord.x) - angle;
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- float sin_t = abs(sin(theta));
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- float cos_t = abs(cos(theta));
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-
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- if (shape == 2) {
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- // euclidean dot
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- float square = r + 2.0 * ((sin_t > cos_t) ? r - sin_t * r : r - cos_t * r);
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-
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- if (r <= 0.5) {
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- r = blend(r, square, r * 2.0);
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- } else {
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- r = 0.0;
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- //float r_max = 0.0;
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- //r = blend(square, r_max, pow(abs((r - 0.5) * 2.0), 0.4));
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- }
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- } else {
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- // square
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- r += (sin_t > cos_t) ? r - sin_t * r : r - cos_t * r;
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- }
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- }
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-
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- return r;
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- }
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-
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- vec2 gridReference(vec2 p, vec2 origin, vec2 n, float step) {
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- // get nearest grid reference (rotated grid)
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- float dot_normal = n.x * (p.x - origin.x) + n.y * (p.y - origin.y);
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- float dot_line = -n.y * (p.x - origin.x) + n.x * (p.y - origin.y);
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- vec2 offset = vec2(n.x * dot_normal, n.y * dot_normal);
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- float offset_normal = mod(hypot(offset.x, offset.y), step);
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- float normal_scale = ((offset_normal < step * 0.5) ? -offset_normal : step - offset_normal) * ((dot_normal < 0.0) ? 1.0 : -1.0);
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- float offset_line = mod(hypot((p.x - offset.x) - origin.x, (p.y - offset.y) - origin.y), step);
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- float line_scale = ((offset_line < step * 0.5) ? -offset_line : step - offset_line) * ((dot_line < 0.0) ? 1.0 : -1.0);
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-
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- return vec2(
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- p.x - n.x * normal_scale + n.y * line_scale,
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- p.y - n.y * normal_scale - n.x * line_scale
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- );
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- }
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-
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- void main() {
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- if (!disable) {
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- vec2 p = vec2(vUV.x * width, vUV.y * height);
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- vec2 origin = vec2(0, 0);
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- float blur = (radius < 2.0) ? radius * 0.5 : 1.0;
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- vec2 n_c = vec2(cos(rC), sin(rC));
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- vec2 n_m = vec2(cos(rM), sin(rM));
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- vec2 n_y = vec2(cos(rY), sin(rY));
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-
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- // sampling
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- vec2 p_c = gridReference(p, origin, n_c, radius);
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- vec2 p_m = gridReference(p, origin, n_m, radius);
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- vec2 p_y = gridReference(p, origin, n_y, radius);
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- float dist_c = shapeRadius(texture2D(tDiffuse, vec2(p_c.x / width, p_c.y / height)).r, p, p_c, rC) * radius - shapeDistance(p, p_c, n_c);
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- float dist_m = shapeRadius(texture2D(tDiffuse, vec2(p_m.x / width, p_m.y / height)).g, p, p_m, rM) * radius - shapeDistance(p, p_m, n_m);
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- float dist_y = shapeRadius(texture2D(tDiffuse, vec2(p_y.x / width, p_y.y / height)).b, p, p_y, rY) * radius - shapeDistance(p, p_y, n_y);
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- float r = (dist_c > 0.0) ? clamp(dist_c / blur, 0.0, 1.0) : 0.0;
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- float g = (dist_m > 0.0) ? clamp(dist_m / blur, 0.0, 1.0) : 0.0;
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- float b = (dist_y > 0.0) ? clamp(dist_y / blur, 0.0, 1.0) : 0.0;
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-
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- if (blending != 0.0) {
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- vec4 colour = texture2D(tDiffuse, vUV);
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- r = blendColour(r, colour.r, blending);
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- g = blendColour(g, colour.g, blending);
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- b = blendColour(b, colour.b, blending);
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- }
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-
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- if (greyscale) {
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- r = (r + b + g) / 3.0;
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- g = r;
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- b = r;
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- }
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-
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- // write
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- gl_FragColor = vec4(r, g, b, 1.0);
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- } else {
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- gl_FragColor = texture2D(tDiffuse, vUV);
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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 = uv;",
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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 SQRT2_MINUS_ONE 0.41421356",
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+ "#define SQRT2_HALF_MINUS_ONE 0.20710678",
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+ "#define SHAPE_DOT 1",
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+ "#define PI2 6.28318531",
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+ "#define SHAPE_ELLIPSE 2",
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+ "#define SHAPE_SQUARE 4",
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+ "#define BLENDING_LINEAR 1",
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+ "#define SHAPE_LINE 3",
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+ "#define BLENDING_MULTIPLY 2",
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+ "#define BLENDING_ADD 3",
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+ "#define BLENDING_LIGHTER 4",
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+ "#define BLENDING_DARKER 5",
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+ "uniform sampler2D tDiffuse;",
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+ "uniform float radius;",
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+ "uniform float rotateR;",
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+ "uniform float rotateG;",
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+ "uniform float rotateB;",
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+ "uniform float scatter;",
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+ "uniform float width;",
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+ "uniform float height;",
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+ "uniform int shape;",
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+ "uniform bool disable;",
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+ "uniform float blending;",
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+ "uniform int blendingMode;",
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+ "varying vec2 vUV;",
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+ "uniform bool greyscale;",
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+ "const int samples = 8;",
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+
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+ "float blend( float a, float b, float t ) {",
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+
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+ // linear blend
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+ "return a * ( 1.0 - t ) + b * t;",
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+
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+ "}",
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+
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+ "float hypot( float x, float y ) {",
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+
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+ // vector magnitude
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+ "return sqrt( x * x + y * y );",
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+
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+ "}",
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+
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+ "float rand( vec2 seed ){",
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+
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+ // get pseudo-random number
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+ "return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );",
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+
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+ "}",
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+
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+ "float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {",
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+
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+ // apply shape-specific transforms
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+ "float dist = hypot( coord.x - p.x, coord.y - p.y );",
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+ "float rad = channel;",
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+
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+ "if ( shape == SHAPE_DOT ) {",
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+
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+ "rad = pow( abs( rad ), 1.125 ) * rad_max;",
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+
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+ "} else if ( shape == SHAPE_ELLIPSE ) {",
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+
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+ "rad = pow( abs( rad ), 1.125 ) * rad_max;",
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+
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+ "if ( dist != 0.0 ) {",
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+ "float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );",
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+ "dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;",
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+ "}",
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+
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+ "} else if ( shape == SHAPE_LINE ) {",
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+
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+ "rad = pow( abs( rad ), 1.5) * rad_max;",
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+ "float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;",
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+ "dist = hypot( normal.x * dot_p, normal.y * dot_p );",
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+
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+ "} else if ( shape == SHAPE_SQUARE ) {",
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+
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+ "float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;",
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+ "float sin_t = abs( sin( theta ) );",
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+ "float cos_t = abs( cos( theta ) );",
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+ "rad = pow( abs( rad ), 1.4 );",
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+ "rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );",
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+
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+ "}",
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+
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+ "return rad - dist;",
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+
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+ "}",
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+
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+ "struct Cell {",
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+
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+ // grid sample positions
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+ "vec2 normal;",
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+ "vec2 p1;",
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+ "vec2 p2;",
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+ "vec2 p3;",
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+ "vec2 p4;",
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+ "float samp2;",
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+ "float samp1;",
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+ "float samp3;",
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+ "float samp4;",
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+
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+ "};",
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+
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+ "vec4 getSample( vec2 point ) {",
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+
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+ // multi-sampled point
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+ "vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );",
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+ "float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;",
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+ "float step = PI2 / float( samples );",
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+ "float dist = radius * 0.66;",
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+
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+ "for ( int i = 0; i < samples; ++i ) {",
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+
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+ "float r = base + step * float( i );",
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+ "vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );",
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+ "tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );",
|
|
|
|
+
|
|
|
|
+ "}",
|
|
|
|
+
|
|
|
|
+ "tex /= float( samples ) + 1.0;",
|
|
|
|
+ "return tex;",
|
|
|
|
+
|
|
|
|
+ "}",
|
|
|
|
+
|
|
|
|
+ "float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {",
|
|
|
|
+
|
|
|
|
+ // get colour for given point
|
|
|
|
+ "float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;",
|
|
|
|
+
|
|
|
|
+ "if ( channel == 0 ) {",
|
|
|
|
+
|
|
|
|
+ "c.samp1 = getSample( c.p1 ).r;",
|
|
|
|
+ "c.samp2 = getSample( c.p2 ).r;",
|
|
|
|
+ "c.samp3 = getSample( c.p3 ).r;",
|
|
|
|
+ "c.samp4 = getSample( c.p4 ).r;",
|
|
|
|
+
|
|
|
|
+ "} else if (channel == 1) {",
|
|
|
|
+
|
|
|
|
+ "c.samp1 = getSample( c.p1 ).g;",
|
|
|
|
+ "c.samp2 = getSample( c.p2 ).g;",
|
|
|
|
+ "c.samp3 = getSample( c.p3 ).g;",
|
|
|
|
+ "c.samp4 = getSample( c.p4 ).g;",
|
|
|
|
+
|
|
|
|
+ "} else {",
|
|
|
|
+
|
|
|
|
+ "c.samp1 = getSample( c.p1 ).b;",
|
|
|
|
+ "c.samp3 = getSample( c.p3 ).b;",
|
|
|
|
+ "c.samp2 = getSample( c.p2 ).b;",
|
|
|
|
+ "c.samp4 = getSample( c.p4 ).b;",
|
|
|
|
+
|
|
|
|
+ "}",
|
|
|
|
+
|
|
|
|
+ "dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );",
|
|
|
|
+ "dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );",
|
|
|
|
+ "dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );",
|
|
|
|
+ "dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );",
|
|
|
|
+ "res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;",
|
|
|
|
+ "res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;",
|
|
|
|
+ "res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;",
|
|
|
|
+ "res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;",
|
|
|
|
+ "res = clamp( res, 0.0, 1.0 );",
|
|
|
|
+
|
|
|
|
+ "return res;",
|
|
|
|
+
|
|
|
|
+ "}",
|
|
|
|
+
|
|
|
|
+ "Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {",
|
|
|
|
+
|
|
|
|
+ // get containing cell
|
|
|
|
+ "Cell c;",
|
|
|
|
+
|
|
|
|
+ // calc grid
|
|
|
|
+ "vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );",
|
|
|
|
+ "float threshold = step * 0.5;",
|
|
|
|
+ "float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );",
|
|
|
|
+ "float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );",
|
|
|
|
+ "vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );",
|
|
|
|
+ "float offset_normal = mod( hypot( offset.x, offset.y ), step );",
|
|
|
|
+ "float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;",
|
|
|
|
+ "float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;",
|
|
|
|
+ "float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );",
|
|
|
|
+ "float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;",
|
|
|
|
+ "float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;",
|
|
|
|
+
|
|
|
|
+ // get closest corner
|
|
|
|
+ "c.normal = n;",
|
|
|
|
+ "c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;",
|
|
|
|
+ "c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;",
|
|
|
|
+
|
|
|
|
+ // scatter
|
|
|
|
+ "if ( scatter != 0.0 ) {",
|
|
|
|
+
|
|
|
|
+ "float off_mag = scatter * threshold * 0.5;",
|
|
|
|
+ "float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;",
|
|
|
|
+ "c.p1.x += cos( off_angle ) * off_mag;",
|
|
|
|
+ "c.p1.y += sin( off_angle ) * off_mag;",
|
|
|
|
+
|
|
|
|
+ "}",
|
|
|
|
+
|
|
|
|
+ // find corners
|
|
|
|
+ "float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );",
|
|
|
|
+ "float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );",
|
|
|
|
+ "c.p2.x = c.p1.x - n.x * normal_step;",
|
|
|
|
+ "c.p2.y = c.p1.y - n.y * normal_step;",
|
|
|
|
+ "c.p3.x = c.p1.x + n.y * line_step;",
|
|
|
|
+ "c.p3.y = c.p1.y - n.x * line_step;",
|
|
|
|
+ "c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;",
|
|
|
|
+ "c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;",
|
|
|
|
+
|
|
|
|
+ "return c;",
|
|
|
|
+
|
|
|
|
+ "}",
|
|
|
|
+
|
|
|
|
+ "float blendColour( float a, float b, float t ) {",
|
|
|
|
+
|
|
|
|
+ // blend colours
|
|
|
|
+ "if ( blendingMode == BLENDING_LINEAR ) {",
|
|
|
|
+ "return blend( a, b, 1.0 - t );",
|
|
|
|
+ "} else if ( blendingMode == BLENDING_ADD ) {",
|
|
|
|
+ "return blend( a, min( 1.0, a + b ), t );",
|
|
|
|
+ "} else if ( blendingMode == BLENDING_MULTIPLY ) {",
|
|
|
|
+ "return blend( a, max( 0.0, a * b ), t );",
|
|
|
|
+ "} else if ( blendingMode == BLENDING_LIGHTER ) {",
|
|
|
|
+ "return blend( a, max( a, b ), t );",
|
|
|
|
+ "} else if ( blendingMode == BLENDING_DARKER ) {",
|
|
|
|
+ "return blend( a, min( a, b ), t );",
|
|
|
|
+ "} else {",
|
|
|
|
+ "return blend( a, b, 1.0 - t );",
|
|
|
|
+ "}",
|
|
|
|
+
|
|
|
|
+ "}",
|
|
|
|
+
|
|
|
|
+ "void main() {",
|
|
|
|
+
|
|
|
|
+ "if ( ! disable ) {",
|
|
|
|
+
|
|
|
|
+ // setup
|
|
|
|
+ "vec2 p = vec2( vUV.x * width, vUV.y * height );",
|
|
|
|
+ "vec2 origin = vec2( 0, 0 );",
|
|
|
|
+ "float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;",
|
|
|
|
+
|
|
|
|
+ // get channel samples
|
|
|
|
+ "Cell cell_r = getReferenceCell( p, origin, rotateR, radius );",
|
|
|
|
+ "Cell cell_g = getReferenceCell( p, origin, rotateG, radius );",
|
|
|
|
+ "Cell cell_b = getReferenceCell( p, origin, rotateB, radius );",
|
|
|
|
+ "float r = getDotColour( cell_r, p, 0, rotateR, aa );",
|
|
|
|
+ "float g = getDotColour( cell_g, p, 1, rotateG, aa );",
|
|
|
|
+ "float b = getDotColour( cell_b, p, 2, rotateB, aa );",
|
|
|
|
+
|
|
|
|
+ // blend with original
|
|
|
|
+ "vec4 colour = texture2D( tDiffuse, vUV );",
|
|
|
|
+ "r = blendColour( r, colour.r, blending );",
|
|
|
|
+ "g = blendColour( g, colour.g, blending );",
|
|
|
|
+ "b = blendColour( b, colour.b, blending );",
|
|
|
|
+
|
|
|
|
+ "if ( greyscale ) {",
|
|
|
|
+ "r = g = b = (r + b + g) / 3.0;",
|
|
|
|
+ "}",
|
|
|
|
+
|
|
|
|
+ "gl_FragColor = vec4( r, g, b, 1.0 );",
|
|
|
|
+
|
|
|
|
+ "} else {",
|
|
|
|
+
|
|
|
|
+ "gl_FragColor = texture2D( tDiffuse, vUV );",
|
|
|
|
+
|
|
|
|
+ "}",
|
|
|
|
+
|
|
|
|
+ "}"
|
|
|
|
+
|
|
|
|
+ ].join( "\n" )
|
|
|
|
+
|
|
};
|
|
};
|