Buckets:
| /** | |
| * @module AfterimageShader | |
| * @three_import import { AfterimageShader } from 'three/addons/shaders/AfterimageShader.js'; | |
| */ | |
| /** | |
| * Inspired by [Three.js FBO motion trails]{@link https://codepen.io/brunoimbrizi/pen/MoRJaN?page=1&}. | |
| * | |
| * @constant | |
| * @type {ShaderMaterial~Shader} | |
| */ | |
| const AfterimageShader = { | |
| name: 'AfterimageShader', | |
| uniforms: { | |
| 'damp': { value: 0.96 }, | |
| 'tOld': { value: null }, | |
| 'tNew': { value: null } | |
| }, | |
| vertexShader: /* glsl */` | |
| varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| }`, | |
| fragmentShader: /* glsl */` | |
| uniform float damp; | |
| uniform sampler2D tOld; | |
| uniform sampler2D tNew; | |
| varying vec2 vUv; | |
| vec4 when_gt( vec4 x, float y ) { | |
| return max( sign( x - y ), 0.0 ); | |
| } | |
| void main() { | |
| vec4 texelOld = texture2D( tOld, vUv ); | |
| vec4 texelNew = texture2D( tNew, vUv ); | |
| texelOld *= damp * when_gt( texelOld, 0.1 ); | |
| gl_FragColor = max(texelNew, texelOld); | |
| }` | |
| }; | |
| export { AfterimageShader }; | |
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