Buckets:
| import { | |
| Vector2 | |
| } from 'three'; | |
| /** | |
| * @module DotScreenShader | |
| * @three_import import { DotScreenShader } from 'three/addons/shaders/DotScreenShader.js'; | |
| */ | |
| /** | |
| * Dot screen shader based on [glfx.js sepia shader]{@link https://github.com/evanw/glfx.js}. | |
| * | |
| * @constant | |
| * @type {ShaderMaterial~Shader} | |
| */ | |
| const DotScreenShader = { | |
| name: '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: /* glsl */` | |
| varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| }`, | |
| fragmentShader: /* glsl */` | |
| 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 ); | |
| }` | |
| }; | |
| export { DotScreenShader }; | |
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