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

66 lines
1.2 KiB
JavaScript

/**
* Dot screen shader
* based on glfx.js sepia shader
* https://github.com/evanw/glfx.js
*/
THREE.DotScreenShader = {
uniforms: {
'tDiffuse': { value: null },
'tSize': { value: new THREE.Vector2( 256, 256 ) },
'center': { value: new THREE.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' )
};