Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /shaders /DotScreenShader.js
| import { Vector2 } from "three"; | |
| const DotScreenShader = { | |
| uniforms: { | |
| tDiffuse: { value: null }, | |
| tSize: { value: /* @__PURE__ */ new Vector2(256, 256) }, | |
| center: { value: /* @__PURE__ */ new Vector2(0.5, 0.5) }, | |
| angle: { value: 1.57 }, | |
| scale: { value: 1 } | |
| }, | |
| 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 | |
| }; | |
| //# sourceMappingURL=DotScreenShader.js.map | |
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- 1.22 kB
- Xet hash:
- 95d5b699e683b832d77ba4a2dfaf24345e02ef8aca965045225fe39cfe778b3e
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