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73 lines
1.2 KiB
73 lines
1.2 KiB
2 years ago
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( function () {
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/**
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* Dot screen shader
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* based on glfx.js sepia shader
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* https://github.com/evanw/glfx.js
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*/
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const DotScreenShader = {
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uniforms: {
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'tDiffuse': {
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value: null
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},
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'tSize': {
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value: new THREE.Vector2( 256, 256 )
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},
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'center': {
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value: new THREE.Vector2( 0.5, 0.5 )
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},
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'angle': {
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value: 1.57
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},
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'scale': {
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value: 1.0
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}
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform vec2 center;
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uniform float angle;
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uniform float scale;
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uniform vec2 tSize;
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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float pattern() {
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float s = sin( angle ), c = cos( angle );
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vec2 tex = vUv * tSize - center;
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vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;
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return ( sin( point.x ) * sin( point.y ) ) * 4.0;
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}
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void main() {
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vec4 color = texture2D( tDiffuse, vUv );
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float average = ( color.r + color.g + color.b ) / 3.0;
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gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );
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}`
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};
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THREE.DotScreenShader = DotScreenShader;
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} )();
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