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- ( function () {
- /**
- * Dot screen shader
- * based on glfx.js sepia shader
- * https://github.com/evanw/glfx.js
- */
- var 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: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' 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' )
- };
- THREE.DotScreenShader = DotScreenShader;
- } )();
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