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DotScreenShader.js 1.2 KB

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  1. /**
  2. * Dot screen shader
  3. * based on glfx.js sepia shader
  4. * https://github.com/evanw/glfx.js
  5. */
  6. THREE.DotScreenShader = {
  7. uniforms: {
  8. 'tDiffuse': { value: null },
  9. 'tSize': { value: new THREE.Vector2( 256, 256 ) },
  10. 'center': { value: new THREE.Vector2( 0.5, 0.5 ) },
  11. 'angle': { value: 1.57 },
  12. 'scale': { value: 1.0 }
  13. },
  14. vertexShader: [
  15. 'varying vec2 vUv;',
  16. 'void main() {',
  17. ' vUv = uv;',
  18. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  19. '}'
  20. ].join( '\n' ),
  21. fragmentShader: [
  22. 'uniform vec2 center;',
  23. 'uniform float angle;',
  24. 'uniform float scale;',
  25. 'uniform vec2 tSize;',
  26. 'uniform sampler2D tDiffuse;',
  27. 'varying vec2 vUv;',
  28. 'float pattern() {',
  29. ' float s = sin( angle ), c = cos( angle );',
  30. ' vec2 tex = vUv * tSize - center;',
  31. ' vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;',
  32. ' return ( sin( point.x ) * sin( point.y ) ) * 4.0;',
  33. '}',
  34. 'void main() {',
  35. ' vec4 color = texture2D( tDiffuse, vUv );',
  36. ' float average = ( color.r + color.g + color.b ) / 3.0;',
  37. ' gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );',
  38. '}'
  39. ].join( '\n' )
  40. };