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( function () {
/**
* 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
*/
const VignetteShader = {
uniforms: {
'tDiffuse': {
value: null
},
'offset': {
value: 1.0
},
'darkness': {
value: 1.0
}
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
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 );
}`
};
THREE.VignetteShader = VignetteShader;
} )();