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- /**
- * Vignette shader
- * based on PaintEffect postprocess from ro.me
- * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
- */
- var VignetteShader = {
- uniforms: {
- 'tDiffuse': { value: null },
- 'offset': { value: 1.0 },
- 'darkness': { value: 1.0 }
- },
- vertexShader: [
- 'varying vec2 vUv;',
- 'void main() {',
- ' vUv = uv;',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- 'uniform float offset;',
- 'uniform float darkness;',
- 'uniform sampler2D tDiffuse;',
- 'varying vec2 vUv;',
- 'void main() {',
- // Eskil's vignette
- ' vec4 texel = texture2D( tDiffuse, vUv );',
- ' vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );',
- ' gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );',
- /*
- // alternative version from glfx.js
- // this one makes more "dusty" look (as opposed to "burned")
- " vec4 color = texture2D( tDiffuse, vUv );",
- " float dist = distance( vUv, vec2( 0.5 ) );",
- " color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
- " gl_FragColor = color;",
- */
- '}'
- ].join( '\n' )
- };
- export { VignetteShader };
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