Buckets:
| import { TempNode } from 'three/webgpu'; | |
| import { nodeObject, Fn, uv, uniform, vec2, sin, cos, vec4, convertToTexture } from 'three/tsl'; | |
| /** | |
| * Post processing node for shifting/splitting RGB color channels. The effect | |
| * separates color channels and offsets them from each other. | |
| * | |
| * @augments TempNode | |
| * @three_import import { rgbShift } from 'three/addons/tsl/display/RGBShiftNode.js'; | |
| */ | |
| class RGBShiftNode extends TempNode { | |
| static get type() { | |
| return 'RGBShiftNode'; | |
| } | |
| /** | |
| * Constructs a new RGB shift node. | |
| * | |
| * @param {TextureNode} textureNode - The texture node that represents the input of the effect. | |
| * @param {number} [amount=0.005] - The amount of the RGB shift. | |
| * @param {number} [angle=0] - Defines the orientation in which colors are shifted. | |
| */ | |
| constructor( textureNode, amount = 0.005, angle = 0 ) { | |
| super( 'vec4' ); | |
| /** | |
| * The texture node that represents the input of the effect. | |
| * | |
| * @type {TextureNode} | |
| */ | |
| this.textureNode = textureNode; | |
| /** | |
| * The amount of the RGB shift. | |
| * | |
| * @type {UniformNode<float>} | |
| */ | |
| this.amount = uniform( amount ); | |
| /** | |
| * Defines in which direction colors are shifted. | |
| * | |
| * @type {UniformNode<float>} | |
| */ | |
| this.angle = uniform( angle ); | |
| } | |
| /** | |
| * This method is used to setup the effect's TSL code. | |
| * | |
| * @param {NodeBuilder} builder - The current node builder. | |
| * @return {ShaderCallNodeInternal} | |
| */ | |
| setup( /* builder */ ) { | |
| const { textureNode } = this; | |
| const uvNode = textureNode.uvNode || uv(); | |
| const sampleTexture = ( uv ) => textureNode.sample( uv ); | |
| const rgbShift = Fn( () => { | |
| const offset = vec2( cos( this.angle ), sin( this.angle ) ).mul( this.amount ); | |
| const cr = sampleTexture( uvNode.add( offset ) ); | |
| const cga = sampleTexture( uvNode ); | |
| const cb = sampleTexture( uvNode.sub( offset ) ); | |
| return vec4( cr.r, cga.g, cb.b, cga.a ); | |
| } ); | |
| return rgbShift(); | |
| } | |
| } | |
| export default RGBShiftNode; | |
| /** | |
| * TSL function for creating a RGB shift or split effect for post processing. | |
| * | |
| * @tsl | |
| * @function | |
| * @param {Node<vec4>} node - The node that represents the input of the effect. | |
| * @param {number} [amount=0.005] - The amount of the RGB shift. | |
| * @param {number} [angle=0] - Defines in which direction colors are shifted. | |
| * @returns {RGBShiftNode} | |
| */ | |
| export const rgbShift = ( node, amount, angle ) => nodeObject( new RGBShiftNode( convertToTexture( node ), amount, angle ) ); | |
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