/** * RGB Halftone shader for three.js. * NOTE: * Shape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square) * Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker) */ var HalftoneShader = { uniforms: { 'tDiffuse': { value: null }, 'shape': { value: 1 }, 'radius': { value: 4 }, 'rotateR': { value: Math.PI / 12 * 1 }, 'rotateG': { value: Math.PI / 12 * 2 }, 'rotateB': { value: Math.PI / 12 * 3 }, 'scatter': { value: 0 }, 'width': { value: 1 }, 'height': { value: 1 }, 'blending': { value: 1 }, 'blendingMode': { value: 1 }, 'greyscale': { value: false }, 'disable': { value: false } }, vertexShader: [ 'varying vec2 vUV;', 'void main() {', ' vUV = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);', '}' ].join( '\n' ), fragmentShader: [ '#define SQRT2_MINUS_ONE 0.41421356', '#define SQRT2_HALF_MINUS_ONE 0.20710678', '#define PI2 6.28318531', '#define SHAPE_DOT 1', '#define SHAPE_ELLIPSE 2', '#define SHAPE_LINE 3', '#define SHAPE_SQUARE 4', '#define BLENDING_LINEAR 1', '#define BLENDING_MULTIPLY 2', '#define BLENDING_ADD 3', '#define BLENDING_LIGHTER 4', '#define BLENDING_DARKER 5', 'uniform sampler2D tDiffuse;', 'uniform float radius;', 'uniform float rotateR;', 'uniform float rotateG;', 'uniform float rotateB;', 'uniform float scatter;', 'uniform float width;', 'uniform float height;', 'uniform int shape;', 'uniform bool disable;', 'uniform float blending;', 'uniform int blendingMode;', 'varying vec2 vUV;', 'uniform bool greyscale;', 'const int samples = 8;', 'float blend( float a, float b, float t ) {', // linear blend ' return a * ( 1.0 - t ) + b * t;', '}', 'float hypot( float x, float y ) {', // vector magnitude ' return sqrt( x * x + y * y );', '}', 'float rand( vec2 seed ){', // get pseudo-random number 'return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );', '}', 'float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {', // apply shape-specific transforms ' float dist = hypot( coord.x - p.x, coord.y - p.y );', ' float rad = channel;', ' if ( shape == SHAPE_DOT ) {', ' rad = pow( abs( rad ), 1.125 ) * rad_max;', ' } else if ( shape == SHAPE_ELLIPSE ) {', ' rad = pow( abs( rad ), 1.125 ) * rad_max;', ' if ( dist != 0.0 ) {', ' float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );', ' dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;', ' }', ' } else if ( shape == SHAPE_LINE ) {', ' rad = pow( abs( rad ), 1.5) * rad_max;', ' float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;', ' dist = hypot( normal.x * dot_p, normal.y * dot_p );', ' } else if ( shape == SHAPE_SQUARE ) {', ' float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;', ' float sin_t = abs( sin( theta ) );', ' float cos_t = abs( cos( theta ) );', ' rad = pow( abs( rad ), 1.4 );', ' rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );', ' }', ' return rad - dist;', '}', 'struct Cell {', // grid sample positions ' vec2 normal;', ' vec2 p1;', ' vec2 p2;', ' vec2 p3;', ' vec2 p4;', ' float samp2;', ' float samp1;', ' float samp3;', ' float samp4;', '};', 'vec4 getSample( vec2 point ) {', // multi-sampled point ' vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );', ' float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;', ' float step = PI2 / float( samples );', ' float dist = radius * 0.66;', ' for ( int i = 0; i < samples; ++i ) {', ' float r = base + step * float( i );', ' vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );', ' 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' ) }; export { HalftoneShader };