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61
node_modules/three/examples/js/shaders/VignetteShader.js
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node_modules/three/examples/js/shaders/VignetteShader.js
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/**
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* Vignette shader
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* based on PaintEffect postprocess from ro.me
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* http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
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*/
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THREE.VignetteShader = {
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uniforms: {
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'tDiffuse': { value: null },
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'offset': { value: 1.0 },
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'darkness': { value: 1.0 }
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},
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vertexShader: [
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'varying vec2 vUv;',
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'void main() {',
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' vUv = uv;',
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' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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'}'
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].join( '\n' ),
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fragmentShader: [
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'uniform float offset;',
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'uniform float darkness;',
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'uniform sampler2D tDiffuse;',
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'varying vec2 vUv;',
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'void main() {',
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// Eskil's vignette
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' vec4 texel = texture2D( tDiffuse, vUv );',
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' vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );',
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' gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );',
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/*
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// alternative version from glfx.js
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// this one makes more "dusty" look (as opposed to "burned")
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" vec4 color = texture2D( tDiffuse, vUv );",
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" float dist = distance( vUv, vec2( 0.5 ) );",
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" color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
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" gl_FragColor = color;",
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*/
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'}'
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].join( '\n' )
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};
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