1
0
Fork 0
mirror of https://github.com/DanielnetoDotCom/YouPHPTube synced 2025-10-03 17:59:55 +02:00
Oinktube/node_modules/three/examples/js/shaders/VignetteShader.js
2023-12-11 11:59:56 -03:00

61 lines
1.2 KiB
JavaScript

/**
* 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' )
};