Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /shaders /AfterimageShader.js
| const 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 | |
| }; | |
| //# sourceMappingURL=AfterimageShader.js.map | |
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- 849 Bytes
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