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/**
* @author alteredq / http://alteredqualia.com/
*
* 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
*/
THREE.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" )
};
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