123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172 |
- import {
- Vector2
- } from '../../../build/three.module.js';
- /**
- * Dot screen shader
- * based on glfx.js sepia shader
- * https://github.com/evanw/glfx.js
- */
- var DotScreenShader = {
- uniforms: {
- 'tDiffuse': { value: null },
- 'tSize': { value: new Vector2( 256, 256 ) },
- 'center': { value: new 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' )
- };
- export { DotScreenShader };
|