File: DotScreenShader.js

package info (click to toggle)
three.js 111%2Bdfsg1-2
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 15,184 kB
  • sloc: javascript: 133,174; makefile: 24; sh: 1
file content (74 lines) | stat: -rw-r--r-- 1,327 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
/**
 * @author alteredq / http://alteredqualia.com/
 *
 * Dot screen shader
 * based on glfx.js sepia shader
 * https://github.com/evanw/glfx.js
 */

import {
	Vector2
} from "../../../build/three.module.js";

var DotScreenShader = {

	uniforms: {

		"tDiffuse": { value: null },
		"tSize": { value: new Vector2( 256, 256 ) },
		"center": { value: new 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" )

};

export { DotScreenShader };