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| /** | |
| * @author alteredq / http://alteredqualia.com/ | |
| * | |
| * Dot screen shader | |
| * based on glfx.js sepia shader | |
| * https://github.com/evanw/glfx.js | |
| */ | |
| THREE.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: [ | |
| "varying vec2 vUv;", | |
| "void main() {", | |
| "vUv = uv;", | |
| "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", | |
| "}" | |
| ].join( "\n" ), | |
| fragmentShader: [ | |
| "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 );", | |
| "}" | |
| ].join( "\n" ) | |
| }; | |