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2 years ago
( function () {
/**
* Dot screen shader
* based on glfx.js sepia shader
* https://github.com/evanw/glfx.js
*/
const 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: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
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 );
}`
};
THREE.DotScreenShader = DotScreenShader;
} )();