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Oinktube/node_modules/three/examples/js/shaders/HalftoneShader.js
2023-12-11 11:59:56 -03:00

312 lines
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JavaScript

/**
* RGB Halftone shader for three.js.
* NOTE:
* Shape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)
* Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)
*/
THREE.HalftoneShader = {
uniforms: {
'tDiffuse': { value: null },
'shape': { value: 1 },
'radius': { value: 4 },
'rotateR': { value: Math.PI / 12 * 1 },
'rotateG': { value: Math.PI / 12 * 2 },
'rotateB': { value: Math.PI / 12 * 3 },
'scatter': { value: 0 },
'width': { value: 1 },
'height': { value: 1 },
'blending': { value: 1 },
'blendingMode': { value: 1 },
'greyscale': { value: false },
'disable': { value: false }
},
vertexShader: [
'varying vec2 vUV;',
'void main() {',
' vUV = uv;',
' gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
'}'
].join( '\n' ),
fragmentShader: [
'#define SQRT2_MINUS_ONE 0.41421356',
'#define SQRT2_HALF_MINUS_ONE 0.20710678',
'#define PI2 6.28318531',
'#define SHAPE_DOT 1',
'#define SHAPE_ELLIPSE 2',
'#define SHAPE_LINE 3',
'#define SHAPE_SQUARE 4',
'#define BLENDING_LINEAR 1',
'#define BLENDING_MULTIPLY 2',
'#define BLENDING_ADD 3',
'#define BLENDING_LIGHTER 4',
'#define BLENDING_DARKER 5',
'uniform sampler2D tDiffuse;',
'uniform float radius;',
'uniform float rotateR;',
'uniform float rotateG;',
'uniform float rotateB;',
'uniform float scatter;',
'uniform float width;',
'uniform float height;',
'uniform int shape;',
'uniform bool disable;',
'uniform float blending;',
'uniform int blendingMode;',
'varying vec2 vUV;',
'uniform bool greyscale;',
'const int samples = 8;',
'float blend( float a, float b, float t ) {',
// linear blend
' return a * ( 1.0 - t ) + b * t;',
'}',
'float hypot( float x, float y ) {',
// vector magnitude
' return sqrt( x * x + y * y );',
'}',
'float rand( vec2 seed ){',
// get pseudo-random number
'return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );',
'}',
'float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {',
// apply shape-specific transforms
' float dist = hypot( coord.x - p.x, coord.y - p.y );',
' float rad = channel;',
' if ( shape == SHAPE_DOT ) {',
' rad = pow( abs( rad ), 1.125 ) * rad_max;',
' } else if ( shape == SHAPE_ELLIPSE ) {',
' rad = pow( abs( rad ), 1.125 ) * rad_max;',
' if ( dist != 0.0 ) {',
' float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );',
' dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;',
' }',
' } else if ( shape == SHAPE_LINE ) {',
' rad = pow( abs( rad ), 1.5) * rad_max;',
' float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;',
' dist = hypot( normal.x * dot_p, normal.y * dot_p );',
' } else if ( shape == SHAPE_SQUARE ) {',
' float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;',
' float sin_t = abs( sin( theta ) );',
' float cos_t = abs( cos( theta ) );',
' rad = pow( abs( rad ), 1.4 );',
' rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );',
' }',
' return rad - dist;',
'}',
'struct Cell {',
// grid sample positions
' vec2 normal;',
' vec2 p1;',
' vec2 p2;',
' vec2 p3;',
' vec2 p4;',
' float samp2;',
' float samp1;',
' float samp3;',
' float samp4;',
'};',
'vec4 getSample( vec2 point ) {',
// multi-sampled point
' vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );',
' float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;',
' float step = PI2 / float( samples );',
' float dist = radius * 0.66;',
' for ( int i = 0; i < samples; ++i ) {',
' float r = base + step * float( i );',
' vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );',
' tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );',
' }',
' tex /= float( samples ) + 1.0;',
' return tex;',
'}',
'float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {',
// get colour for given point
' float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;',
' if ( channel == 0 ) {',
' c.samp1 = getSample( c.p1 ).r;',
' c.samp2 = getSample( c.p2 ).r;',
' c.samp3 = getSample( c.p3 ).r;',
' c.samp4 = getSample( c.p4 ).r;',
' } else if (channel == 1) {',
' c.samp1 = getSample( c.p1 ).g;',
' c.samp2 = getSample( c.p2 ).g;',
' c.samp3 = getSample( c.p3 ).g;',
' c.samp4 = getSample( c.p4 ).g;',
' } else {',
' c.samp1 = getSample( c.p1 ).b;',
' c.samp3 = getSample( c.p3 ).b;',
' c.samp2 = getSample( c.p2 ).b;',
' c.samp4 = getSample( c.p4 ).b;',
' }',
' dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );',
' dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );',
' dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );',
' dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );',
' res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;',
' res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;',
' res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;',
' res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;',
' res = clamp( res, 0.0, 1.0 );',
' return res;',
'}',
'Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {',
// get containing cell
' Cell c;',
// calc grid
' vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );',
' float threshold = step * 0.5;',
' float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );',
' float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );',
' vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );',
' float offset_normal = mod( hypot( offset.x, offset.y ), step );',
' float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;',
' float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;',
' float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );',
' float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;',
' float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;',
// get closest corner
' c.normal = n;',
' c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;',
' c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;',
// scatter
' if ( scatter != 0.0 ) {',
' float off_mag = scatter * threshold * 0.5;',
' float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;',
' c.p1.x += cos( off_angle ) * off_mag;',
' c.p1.y += sin( off_angle ) * off_mag;',
' }',
// find corners
' float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );',
' float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );',
' c.p2.x = c.p1.x - n.x * normal_step;',
' c.p2.y = c.p1.y - n.y * normal_step;',
' c.p3.x = c.p1.x + n.y * line_step;',
' c.p3.y = c.p1.y - n.x * line_step;',
' c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;',
' c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;',
' return c;',
'}',
'float blendColour( float a, float b, float t ) {',
// blend colours
' if ( blendingMode == BLENDING_LINEAR ) {',
' return blend( a, b, 1.0 - t );',
' } else if ( blendingMode == BLENDING_ADD ) {',
' return blend( a, min( 1.0, a + b ), t );',
' } else if ( blendingMode == BLENDING_MULTIPLY ) {',
' return blend( a, max( 0.0, a * b ), t );',
' } else if ( blendingMode == BLENDING_LIGHTER ) {',
' return blend( a, max( a, b ), t );',
' } else if ( blendingMode == BLENDING_DARKER ) {',
' return blend( a, min( a, b ), t );',
' } else {',
' return blend( a, b, 1.0 - t );',
' }',
'}',
'void main() {',
' if ( ! disable ) {',
// setup
' vec2 p = vec2( vUV.x * width, vUV.y * height );',
' vec2 origin = vec2( 0, 0 );',
' float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;',
// get channel samples
' Cell cell_r = getReferenceCell( p, origin, rotateR, radius );',
' Cell cell_g = getReferenceCell( p, origin, rotateG, radius );',
' Cell cell_b = getReferenceCell( p, origin, rotateB, radius );',
' float r = getDotColour( cell_r, p, 0, rotateR, aa );',
' float g = getDotColour( cell_g, p, 1, rotateG, aa );',
' float b = getDotColour( cell_b, p, 2, rotateB, aa );',
// blend with original
' vec4 colour = texture2D( tDiffuse, vUV );',
' r = blendColour( r, colour.r, blending );',
' g = blendColour( g, colour.g, blending );',
' b = blendColour( b, colour.b, blending );',
' if ( greyscale ) {',
' r = g = b = (r + b + g) / 3.0;',
' }',
' gl_FragColor = vec4( r, g, b, 1.0 );',
' } else {',
' gl_FragColor = texture2D( tDiffuse, vUV );',
' }',
'}'
].join( '\n' )
};