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- console.warn( "THREE.DotScreenShader: 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/index.html#manual/en/introduction/Import-via-modules." );
- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * Dot screen shader
- * based on glfx.js sepia shader
- * https://github.com/evanw/glfx.js
- */
- THREE.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" )
- };
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