Buckets:
| const SepiaShader = { | |
| uniforms: { | |
| tDiffuse: { value: null }, | |
| amount: { value: 1 } | |
| }, | |
| vertexShader: ( | |
| /* glsl */ | |
| ` | |
| varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| } | |
| ` | |
| ), | |
| fragmentShader: ( | |
| /* glsl */ | |
| ` | |
| uniform float amount; | |
| uniform sampler2D tDiffuse; | |
| varying vec2 vUv; | |
| void main() { | |
| vec4 color = texture2D( tDiffuse, vUv ); | |
| vec3 c = color.rgb; | |
| color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) ); | |
| color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) ); | |
| color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) ); | |
| gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a ); | |
| } | |
| ` | |
| ) | |
| }; | |
| export { | |
| SepiaShader | |
| }; | |
| //# sourceMappingURL=SepiaShader.js.map | |
Xet Storage Details
- Size:
- 917 Bytes
- Xet hash:
- 69f792d6c55a4b62400e11e254073aee0fa712e2cb866ed2c577c24bd4360d19
·
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