/** * @author alteredq / http://alteredqualia.com/ * * Dot screen shader * based on glfx.js sepia shader * https://github.com/evanw/glfx.js */ import { Vector2 } from "../../../build/three.module.js"; var DotScreenShader = { uniforms: { "tDiffuse": { value: null }, "tSize": { value: new Vector2( 256, 256 ) }, "center": { value: new 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" ) }; export { DotScreenShader };