mirror of
https://github.com/DanielnetoDotCom/YouPHPTube
synced 2025-10-03 17:59:55 +02:00
312 lines
8.9 KiB
JavaScript
312 lines
8.9 KiB
JavaScript
/**
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* RGB Halftone shader for three.js.
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* NOTE:
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* Shape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)
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* Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)
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*/
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THREE.HalftoneShader = {
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uniforms: {
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'tDiffuse': { value: null },
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'shape': { value: 1 },
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'radius': { value: 4 },
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'rotateR': { value: Math.PI / 12 * 1 },
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'rotateG': { value: Math.PI / 12 * 2 },
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'rotateB': { value: Math.PI / 12 * 3 },
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'scatter': { value: 0 },
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'width': { value: 1 },
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'height': { value: 1 },
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'blending': { value: 1 },
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'blendingMode': { value: 1 },
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'greyscale': { value: false },
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'disable': { value: false }
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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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'#define SQRT2_MINUS_ONE 0.41421356',
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'#define SQRT2_HALF_MINUS_ONE 0.20710678',
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'#define PI2 6.28318531',
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'#define SHAPE_DOT 1',
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'#define SHAPE_ELLIPSE 2',
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'#define SHAPE_LINE 3',
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'#define SHAPE_SQUARE 4',
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'#define BLENDING_LINEAR 1',
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'#define BLENDING_MULTIPLY 2',
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'#define BLENDING_ADD 3',
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'#define BLENDING_LIGHTER 4',
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'#define BLENDING_DARKER 5',
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'uniform sampler2D tDiffuse;',
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'uniform float radius;',
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'uniform float rotateR;',
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'uniform float rotateG;',
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'uniform float rotateB;',
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'uniform float scatter;',
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'uniform float width;',
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'uniform float height;',
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'uniform int shape;',
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'uniform bool disable;',
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'uniform float blending;',
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'uniform int blendingMode;',
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'varying vec2 vUV;',
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'uniform bool greyscale;',
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'const int samples = 8;',
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'float blend( float a, float b, float t ) {',
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// linear blend
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' return a * ( 1.0 - t ) + b * t;',
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'}',
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'float hypot( float x, float y ) {',
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// vector magnitude
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' return sqrt( x * x + y * y );',
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'}',
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'float rand( vec2 seed ){',
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// get pseudo-random number
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'return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );',
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'}',
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'float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {',
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// apply shape-specific transforms
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' float dist = hypot( coord.x - p.x, coord.y - p.y );',
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' float rad = channel;',
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' if ( shape == SHAPE_DOT ) {',
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' rad = pow( abs( rad ), 1.125 ) * rad_max;',
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' } else if ( shape == SHAPE_ELLIPSE ) {',
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' rad = pow( abs( rad ), 1.125 ) * rad_max;',
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' if ( dist != 0.0 ) {',
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' float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );',
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' dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;',
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' }',
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' } else if ( shape == SHAPE_LINE ) {',
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' rad = pow( abs( rad ), 1.5) * rad_max;',
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' float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;',
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' dist = hypot( normal.x * dot_p, normal.y * dot_p );',
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' } else if ( shape == SHAPE_SQUARE ) {',
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' float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;',
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' float sin_t = abs( sin( theta ) );',
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' float cos_t = abs( cos( theta ) );',
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' rad = pow( abs( rad ), 1.4 );',
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' rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );',
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' }',
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' return rad - dist;',
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'}',
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'struct Cell {',
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// grid sample positions
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' vec2 normal;',
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' vec2 p1;',
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' vec2 p2;',
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' vec2 p3;',
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' vec2 p4;',
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' float samp2;',
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' float samp1;',
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' float samp3;',
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' float samp4;',
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'};',
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'vec4 getSample( vec2 point ) {',
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// multi-sampled point
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' vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );',
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' float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;',
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' float step = PI2 / float( samples );',
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' float dist = radius * 0.66;',
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' for ( int i = 0; i < samples; ++i ) {',
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' float r = base + step * float( i );',
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' vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );',
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' tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );',
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' }',
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' tex /= float( samples ) + 1.0;',
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' return tex;',
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'}',
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'float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {',
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// get colour for given point
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' float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;',
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' if ( channel == 0 ) {',
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' c.samp1 = getSample( c.p1 ).r;',
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' c.samp2 = getSample( c.p2 ).r;',
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' c.samp3 = getSample( c.p3 ).r;',
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' c.samp4 = getSample( c.p4 ).r;',
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' } else if (channel == 1) {',
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' c.samp1 = getSample( c.p1 ).g;',
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' c.samp2 = getSample( c.p2 ).g;',
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' c.samp3 = getSample( c.p3 ).g;',
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' c.samp4 = getSample( c.p4 ).g;',
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' } else {',
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' c.samp1 = getSample( c.p1 ).b;',
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' c.samp3 = getSample( c.p3 ).b;',
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' c.samp2 = getSample( c.p2 ).b;',
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' c.samp4 = getSample( c.p4 ).b;',
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' }',
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' dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );',
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' dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );',
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' dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );',
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' dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );',
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' res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;',
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' res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;',
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' res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;',
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' res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;',
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' res = clamp( res, 0.0, 1.0 );',
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' return res;',
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'}',
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'Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {',
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// get containing cell
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' Cell c;',
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// calc grid
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' vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );',
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' float threshold = step * 0.5;',
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' float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );',
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' float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );',
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' vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );',
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' float offset_normal = mod( hypot( offset.x, offset.y ), step );',
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' float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;',
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' float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;',
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' float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );',
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' float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;',
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' float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;',
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// get closest corner
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' c.normal = n;',
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' c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;',
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' c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;',
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// scatter
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' if ( scatter != 0.0 ) {',
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' float off_mag = scatter * threshold * 0.5;',
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' float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;',
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' c.p1.x += cos( off_angle ) * off_mag;',
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' c.p1.y += sin( off_angle ) * off_mag;',
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' }',
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// find corners
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' float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );',
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' float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );',
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' c.p2.x = c.p1.x - n.x * normal_step;',
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' c.p2.y = c.p1.y - n.y * normal_step;',
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' c.p3.x = c.p1.x + n.y * line_step;',
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' c.p3.y = c.p1.y - n.x * line_step;',
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' c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;',
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' c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;',
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' return c;',
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'}',
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'float blendColour( float a, float b, float t ) {',
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// blend colours
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' if ( blendingMode == BLENDING_LINEAR ) {',
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' return blend( a, b, 1.0 - t );',
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' } else if ( blendingMode == BLENDING_ADD ) {',
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' return blend( a, min( 1.0, a + b ), t );',
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' } else if ( blendingMode == BLENDING_MULTIPLY ) {',
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' return blend( a, max( 0.0, a * b ), t );',
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' } else if ( blendingMode == BLENDING_LIGHTER ) {',
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' return blend( a, max( a, b ), t );',
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' } else if ( blendingMode == BLENDING_DARKER ) {',
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' return blend( a, min( a, b ), t );',
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' } else {',
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' return blend( a, b, 1.0 - t );',
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' }',
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'}',
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'void main() {',
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' if ( ! disable ) {',
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// setup
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' vec2 p = vec2( vUV.x * width, vUV.y * height );',
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' vec2 origin = vec2( 0, 0 );',
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' float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;',
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// get channel samples
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' Cell cell_r = getReferenceCell( p, origin, rotateR, radius );',
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' Cell cell_g = getReferenceCell( p, origin, rotateG, radius );',
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' Cell cell_b = getReferenceCell( p, origin, rotateB, radius );',
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' float r = getDotColour( cell_r, p, 0, rotateR, aa );',
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' float g = getDotColour( cell_g, p, 1, rotateG, aa );',
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' float b = getDotColour( cell_b, p, 2, rotateB, aa );',
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// blend with original
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' vec4 colour = texture2D( tDiffuse, vUV );',
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' r = blendColour( r, colour.r, blending );',
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' g = blendColour( g, colour.g, blending );',
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' b = blendColour( b, colour.b, blending );',
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' if ( greyscale ) {',
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' r = g = b = (r + b + g) / 3.0;',
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' }',
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' gl_FragColor = vec4( r, g, b, 1.0 );',
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' } else {',
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' gl_FragColor = texture2D( tDiffuse, vUV );',
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' }',
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'}'
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].join( '\n' )
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};
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