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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /shaders /HalftoneShader.js
| /** | |
| * RGB Halftone shader for three.js. | |
| * NOTE: | |
| * Shape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square) | |
| * Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker) | |
| */ | |
| const HalftoneShader = { | |
| name: 'HalftoneShader', | |
| uniforms: { | |
| 'tDiffuse': { value: null }, | |
| 'shape': { value: 1 }, | |
| 'radius': { value: 4 }, | |
| 'rotateR': { value: Math.PI / 12 * 1 }, | |
| 'rotateG': { value: Math.PI / 12 * 2 }, | |
| 'rotateB': { value: Math.PI / 12 * 3 }, | |
| 'scatter': { value: 0 }, | |
| 'width': { value: 1 }, | |
| 'height': { value: 1 }, | |
| 'blending': { value: 1 }, | |
| 'blendingMode': { value: 1 }, | |
| 'greyscale': { value: false }, | |
| 'disable': { value: false } | |
| }, | |
| vertexShader: /* glsl */` | |
| varying vec2 vUV; | |
| void main() { | |
| vUV = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); | |
| }`, | |
| fragmentShader: /* glsl */` | |
| #define SQRT2_MINUS_ONE 0.41421356 | |
| #define SQRT2_HALF_MINUS_ONE 0.20710678 | |
| #define PI2 6.28318531 | |
| #define SHAPE_DOT 1 | |
| #define SHAPE_ELLIPSE 2 | |
| #define SHAPE_LINE 3 | |
| #define SHAPE_SQUARE 4 | |
| #define BLENDING_LINEAR 1 | |
| #define BLENDING_MULTIPLY 2 | |
| #define BLENDING_ADD 3 | |
| #define BLENDING_LIGHTER 4 | |
| #define BLENDING_DARKER 5 | |
| uniform sampler2D tDiffuse; | |
| uniform float radius; | |
| uniform float rotateR; | |
| uniform float rotateG; | |
| uniform float rotateB; | |
| uniform float scatter; | |
| uniform float width; | |
| uniform float height; | |
| uniform int shape; | |
| uniform bool disable; | |
| uniform float blending; | |
| uniform int blendingMode; | |
| varying vec2 vUV; | |
| uniform bool greyscale; | |
| const int samples = 8; | |
| float blend( float a, float b, float t ) { | |
| // linear blend | |
| return a * ( 1.0 - t ) + b * t; | |
| } | |
| float hypot( float x, float y ) { | |
| // vector magnitude | |
| return sqrt( x * x + y * y ); | |
| } | |
| float rand( vec2 seed ){ | |
| // get pseudo-random number | |
| return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 ); | |
| } | |
| float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) { | |
| // apply shape-specific transforms | |
| float dist = hypot( coord.x - p.x, coord.y - p.y ); | |
| float rad = channel; | |
| if ( shape == SHAPE_DOT ) { | |
| rad = pow( abs( rad ), 1.125 ) * rad_max; | |
| } else if ( shape == SHAPE_ELLIPSE ) { | |
| rad = pow( abs( rad ), 1.125 ) * rad_max; | |
| if ( dist != 0.0 ) { | |
| float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y ); | |
| dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE; | |
| } | |
| } else if ( shape == SHAPE_LINE ) { | |
| rad = pow( abs( rad ), 1.5) * rad_max; | |
| float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y; | |
| dist = hypot( normal.x * dot_p, normal.y * dot_p ); | |
| } else if ( shape == SHAPE_SQUARE ) { | |
| float theta = atan( p.y - coord.y, p.x - coord.x ) - angle; | |
| float sin_t = abs( sin( theta ) ); | |
| float cos_t = abs( cos( theta ) ); | |
| rad = pow( abs( rad ), 1.4 ); | |
| rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) ); | |
| } | |
| return rad - dist; | |
| } | |
| struct Cell { | |
| // grid sample positions | |
| vec2 normal; | |
| vec2 p1; | |
| vec2 p2; | |
| vec2 p3; | |
| vec2 p4; | |
| float samp2; | |
| float samp1; | |
| float samp3; | |
| float samp4; | |
| }; | |
| vec4 getSample( vec2 point ) { | |
| // multi-sampled point | |
| vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) ); | |
| float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2; | |
| float step = PI2 / float( samples ); | |
| float dist = radius * 0.66; | |
| for ( int i = 0; i < samples; ++i ) { | |
| float r = base + step * float( i ); | |
| vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist ); | |
| tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) ); | |
| } | |
| tex /= float( samples ) + 1.0; | |
| return tex; | |
| } | |
| float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) { | |
| // get colour for given point | |
| float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res; | |
| if ( channel == 0 ) { | |
| c.samp1 = getSample( c.p1 ).r; | |
| c.samp2 = getSample( c.p2 ).r; | |
| c.samp3 = getSample( c.p3 ).r; | |
| c.samp4 = getSample( c.p4 ).r; | |
| } else if (channel == 1) { | |
| c.samp1 = getSample( c.p1 ).g; | |
| c.samp2 = getSample( c.p2 ).g; | |
| c.samp3 = getSample( c.p3 ).g; | |
| c.samp4 = getSample( c.p4 ).g; | |
| } else { | |
| c.samp1 = getSample( c.p1 ).b; | |
| c.samp3 = getSample( c.p3 ).b; | |
| c.samp2 = getSample( c.p2 ).b; | |
| c.samp4 = getSample( c.p4 ).b; | |
| } | |
| dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius ); | |
| dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius ); | |
| dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius ); | |
| dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius ); | |
| res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0; | |
| res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0; | |
| res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0; | |
| res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0; | |
| res = clamp( res, 0.0, 1.0 ); | |
| return res; | |
| } | |
| Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) { | |
| // get containing cell | |
| Cell c; | |
| // calc grid | |
| vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) ); | |
| float threshold = step * 0.5; | |
| float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y ); | |
| float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y ); | |
| vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal ); | |
| float offset_normal = mod( hypot( offset.x, offset.y ), step ); | |
| float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0; | |
| float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir; | |
| float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step ); | |
| float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0; | |
| float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir; | |
| // get closest corner | |
| c.normal = n; | |
| c.p1.x = p.x - n.x * normal_scale + n.y * line_scale; | |
| c.p1.y = p.y - n.y * normal_scale - n.x * line_scale; | |
| // scatter | |
| if ( scatter != 0.0 ) { | |
| float off_mag = scatter * threshold * 0.5; | |
| float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2; | |
| c.p1.x += cos( off_angle ) * off_mag; | |
| c.p1.y += sin( off_angle ) * off_mag; | |
| } | |
| // find corners | |
| float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step ); | |
| float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step ); | |
| c.p2.x = c.p1.x - n.x * normal_step; | |
| c.p2.y = c.p1.y - n.y * normal_step; | |
| c.p3.x = c.p1.x + n.y * line_step; | |
| c.p3.y = c.p1.y - n.x * line_step; | |
| c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step; | |
| c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step; | |
| return c; | |
| } | |
| float blendColour( float a, float b, float t ) { | |
| // blend colours | |
| if ( blendingMode == BLENDING_LINEAR ) { | |
| return blend( a, b, 1.0 - t ); | |
| } else if ( blendingMode == BLENDING_ADD ) { | |
| return blend( a, min( 1.0, a + b ), t ); | |
| } else if ( blendingMode == BLENDING_MULTIPLY ) { | |
| return blend( a, max( 0.0, a * b ), t ); | |
| } else if ( blendingMode == BLENDING_LIGHTER ) { | |
| return blend( a, max( a, b ), t ); | |
| } else if ( blendingMode == BLENDING_DARKER ) { | |
| return blend( a, min( a, b ), t ); | |
| } else { | |
| return blend( a, b, 1.0 - t ); | |
| } | |
| } | |
| void main() { | |
| if ( ! disable ) { | |
| // setup | |
| vec2 p = vec2( vUV.x * width, vUV.y * height ); | |
| vec2 origin = vec2( 0, 0 ); | |
| float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25; | |
| // get channel samples | |
| Cell cell_r = getReferenceCell( p, origin, rotateR, radius ); | |
| Cell cell_g = getReferenceCell( p, origin, rotateG, radius ); | |
| Cell cell_b = getReferenceCell( p, origin, rotateB, radius ); | |
| float r = getDotColour( cell_r, p, 0, rotateR, aa ); | |
| float g = getDotColour( cell_g, p, 1, rotateG, aa ); | |
| float b = getDotColour( cell_b, p, 2, rotateB, aa ); | |
| // blend with original | |
| vec4 colour = texture2D( tDiffuse, vUV ); | |
| r = blendColour( r, colour.r, blending ); | |
| g = blendColour( g, colour.g, blending ); | |
| b = blendColour( b, colour.b, blending ); | |
| if ( greyscale ) { | |
| r = g = b = (r + b + g) / 3.0; | |
| } | |
| gl_FragColor = vec4( r, g, b, 1.0 ); | |
| } else { | |
| gl_FragColor = texture2D( tDiffuse, vUV ); | |
| } | |
| }` | |
| }; | |
| export { HalftoneShader }; | |
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