/** * 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 */ var VignetteShader = { uniforms: { 'tDiffuse': { value: null }, 'offset': { value: 1.0 }, 'darkness': { value: 1.0 } }, vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' 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' ) }; export { VignetteShader };