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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" ) | |
}; | |