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- console.warn( "THREE.HalftoneShader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
- /**
- * 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)
- */
- THREE.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" )
- };
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