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ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /shaders /VignetteShader.js
| const VignetteShader = { | |
| uniforms: { | |
| tDiffuse: { value: null }, | |
| offset: { value: 1 }, | |
| darkness: { value: 1 } | |
| }, | |
| vertexShader: ( | |
| /* glsl */ | |
| ` | |
| varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| } | |
| ` | |
| ), | |
| fragmentShader: ( | |
| /* glsl */ | |
| ` | |
| uniform float offset; | |
| uniform float darkness; | |
| uniform sampler2D tDiffuse; | |
| varying vec2 vUv; | |
| void main() { | |
| // Eskils vignette | |
| vec4 texel = texture2D( tDiffuse, vUv ); | |
| vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset ); | |
| gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a ); | |
| /* | |
| // alternative version from glfx.js | |
| // this one makes more "dusty" look (as opposed to "burned") | |
| vec4 color = texture2D( tDiffuse, vUv ); | |
| float dist = distance( vUv, vec2( 0.5 ) ); | |
| color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) ); | |
| gl_FragColor = color; | |
| */ | |
| } | |
| ` | |
| ) | |
| }; | |
| export { | |
| VignetteShader | |
| }; | |
| //# sourceMappingURL=VignetteShader.js.map | |
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