HalftoneShader.js 9.0 KB

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  1. /**
  2. * @author meatbags / xavierburrow.com, github/meatbags
  3. *
  4. * RGB Halftone shader for three.js.
  5. * NOTE:
  6. * Shape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)
  7. * Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)
  8. */
  9. THREE.HalftoneShader = {
  10. uniforms: {
  11. "tDiffuse": { value: null },
  12. "shape": { value: 1 },
  13. "radius": { value: 4 },
  14. "rotateR": { value: Math.PI / 12 * 1 },
  15. "rotateG": { value: Math.PI / 12 * 2 },
  16. "rotateB": { value: Math.PI / 12 * 3 },
  17. "scatter": { value: 0 },
  18. "width": { value: 1 },
  19. "height": { value: 1 },
  20. "blending": { value: 1 },
  21. "blendingMode": { value: 1 },
  22. "greyscale": { value: false },
  23. "disable": { value: false }
  24. },
  25. vertexShader: [
  26. "varying vec2 vUV;",
  27. "void main() {",
  28. "vUV = uv;",
  29. "gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);",
  30. "}"
  31. ].join( "\n" ),
  32. fragmentShader: [
  33. "#define SQRT2_MINUS_ONE 0.41421356",
  34. "#define SQRT2_HALF_MINUS_ONE 0.20710678",
  35. "#define PI2 6.28318531",
  36. "#define SHAPE_DOT 1",
  37. "#define SHAPE_ELLIPSE 2",
  38. "#define SHAPE_LINE 3",
  39. "#define SHAPE_SQUARE 4",
  40. "#define BLENDING_LINEAR 1",
  41. "#define BLENDING_MULTIPLY 2",
  42. "#define BLENDING_ADD 3",
  43. "#define BLENDING_LIGHTER 4",
  44. "#define BLENDING_DARKER 5",
  45. "uniform sampler2D tDiffuse;",
  46. "uniform float radius;",
  47. "uniform float rotateR;",
  48. "uniform float rotateG;",
  49. "uniform float rotateB;",
  50. "uniform float scatter;",
  51. "uniform float width;",
  52. "uniform float height;",
  53. "uniform int shape;",
  54. "uniform bool disable;",
  55. "uniform float blending;",
  56. "uniform int blendingMode;",
  57. "varying vec2 vUV;",
  58. "uniform bool greyscale;",
  59. "const int samples = 8;",
  60. "float blend( float a, float b, float t ) {",
  61. // linear blend
  62. "return a * ( 1.0 - t ) + b * t;",
  63. "}",
  64. "float hypot( float x, float y ) {",
  65. // vector magnitude
  66. "return sqrt( x * x + y * y );",
  67. "}",
  68. "float rand( vec2 seed ){",
  69. // get pseudo-random number
  70. "return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );",
  71. "}",
  72. "float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {",
  73. // apply shape-specific transforms
  74. "float dist = hypot( coord.x - p.x, coord.y - p.y );",
  75. "float rad = channel;",
  76. "if ( shape == SHAPE_DOT ) {",
  77. "rad = pow( abs( rad ), 1.125 ) * rad_max;",
  78. "} else if ( shape == SHAPE_ELLIPSE ) {",
  79. "rad = pow( abs( rad ), 1.125 ) * rad_max;",
  80. "if ( dist != 0.0 ) {",
  81. "float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );",
  82. "dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;",
  83. "}",
  84. "} else if ( shape == SHAPE_LINE ) {",
  85. "rad = pow( abs( rad ), 1.5) * rad_max;",
  86. "float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;",
  87. "dist = hypot( normal.x * dot_p, normal.y * dot_p );",
  88. "} else if ( shape == SHAPE_SQUARE ) {",
  89. "float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;",
  90. "float sin_t = abs( sin( theta ) );",
  91. "float cos_t = abs( cos( theta ) );",
  92. "rad = pow( abs( rad ), 1.4 );",
  93. "rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );",
  94. "}",
  95. "return rad - dist;",
  96. "}",
  97. "struct Cell {",
  98. // grid sample positions
  99. "vec2 normal;",
  100. "vec2 p1;",
  101. "vec2 p2;",
  102. "vec2 p3;",
  103. "vec2 p4;",
  104. "float samp2;",
  105. "float samp1;",
  106. "float samp3;",
  107. "float samp4;",
  108. "};",
  109. "vec4 getSample( vec2 point ) {",
  110. // multi-sampled point
  111. "vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );",
  112. "float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;",
  113. "float step = PI2 / float( samples );",
  114. "float dist = radius * 0.66;",
  115. "for ( int i = 0; i < samples; ++i ) {",
  116. "float r = base + step * float( i );",
  117. "vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );",
  118. "tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );",
  119. "}",
  120. "tex /= float( samples ) + 1.0;",
  121. "return tex;",
  122. "}",
  123. "float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {",
  124. // get colour for given point
  125. "float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;",
  126. "if ( channel == 0 ) {",
  127. "c.samp1 = getSample( c.p1 ).r;",
  128. "c.samp2 = getSample( c.p2 ).r;",
  129. "c.samp3 = getSample( c.p3 ).r;",
  130. "c.samp4 = getSample( c.p4 ).r;",
  131. "} else if (channel == 1) {",
  132. "c.samp1 = getSample( c.p1 ).g;",
  133. "c.samp2 = getSample( c.p2 ).g;",
  134. "c.samp3 = getSample( c.p3 ).g;",
  135. "c.samp4 = getSample( c.p4 ).g;",
  136. "} else {",
  137. "c.samp1 = getSample( c.p1 ).b;",
  138. "c.samp3 = getSample( c.p3 ).b;",
  139. "c.samp2 = getSample( c.p2 ).b;",
  140. "c.samp4 = getSample( c.p4 ).b;",
  141. "}",
  142. "dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );",
  143. "dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );",
  144. "dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );",
  145. "dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );",
  146. "res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;",
  147. "res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;",
  148. "res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;",
  149. "res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;",
  150. "res = clamp( res, 0.0, 1.0 );",
  151. "return res;",
  152. "}",
  153. "Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {",
  154. // get containing cell
  155. "Cell c;",
  156. // calc grid
  157. "vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );",
  158. "float threshold = step * 0.5;",
  159. "float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );",
  160. "float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );",
  161. "vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );",
  162. "float offset_normal = mod( hypot( offset.x, offset.y ), step );",
  163. "float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;",
  164. "float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;",
  165. "float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );",
  166. "float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;",
  167. "float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;",
  168. // get closest corner
  169. "c.normal = n;",
  170. "c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;",
  171. "c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;",
  172. // scatter
  173. "if ( scatter != 0.0 ) {",
  174. "float off_mag = scatter * threshold * 0.5;",
  175. "float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;",
  176. "c.p1.x += cos( off_angle ) * off_mag;",
  177. "c.p1.y += sin( off_angle ) * off_mag;",
  178. "}",
  179. // find corners
  180. "float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );",
  181. "float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );",
  182. "c.p2.x = c.p1.x - n.x * normal_step;",
  183. "c.p2.y = c.p1.y - n.y * normal_step;",
  184. "c.p3.x = c.p1.x + n.y * line_step;",
  185. "c.p3.y = c.p1.y - n.x * line_step;",
  186. "c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;",
  187. "c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;",
  188. "return c;",
  189. "}",
  190. "float blendColour( float a, float b, float t ) {",
  191. // blend colours
  192. "if ( blendingMode == BLENDING_LINEAR ) {",
  193. "return blend( a, b, 1.0 - t );",
  194. "} else if ( blendingMode == BLENDING_ADD ) {",
  195. "return blend( a, min( 1.0, a + b ), t );",
  196. "} else if ( blendingMode == BLENDING_MULTIPLY ) {",
  197. "return blend( a, max( 0.0, a * b ), t );",
  198. "} else if ( blendingMode == BLENDING_LIGHTER ) {",
  199. "return blend( a, max( a, b ), t );",
  200. "} else if ( blendingMode == BLENDING_DARKER ) {",
  201. "return blend( a, min( a, b ), t );",
  202. "} else {",
  203. "return blend( a, b, 1.0 - t );",
  204. "}",
  205. "}",
  206. "void main() {",
  207. "if ( ! disable ) {",
  208. // setup
  209. "vec2 p = vec2( vUV.x * width, vUV.y * height );",
  210. "vec2 origin = vec2( 0, 0 );",
  211. "float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;",
  212. // get channel samples
  213. "Cell cell_r = getReferenceCell( p, origin, rotateR, radius );",
  214. "Cell cell_g = getReferenceCell( p, origin, rotateG, radius );",
  215. "Cell cell_b = getReferenceCell( p, origin, rotateB, radius );",
  216. "float r = getDotColour( cell_r, p, 0, rotateR, aa );",
  217. "float g = getDotColour( cell_g, p, 1, rotateG, aa );",
  218. "float b = getDotColour( cell_b, p, 2, rotateB, aa );",
  219. // blend with original
  220. "vec4 colour = texture2D( tDiffuse, vUV );",
  221. "r = blendColour( r, colour.r, blending );",
  222. "g = blendColour( g, colour.g, blending );",
  223. "b = blendColour( b, colour.b, blending );",
  224. "if ( greyscale ) {",
  225. "r = g = b = (r + b + g) / 3.0;",
  226. "}",
  227. "gl_FragColor = vec4( r, g, b, 1.0 );",
  228. "} else {",
  229. "gl_FragColor = texture2D( tDiffuse, vUV );",
  230. "}",
  231. "}"
  232. ].join( "\n" )
  233. };