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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /shaders /SepiaShader.js
| /** | |
| * Sepia tone shader | |
| * based on glfx.js sepia shader | |
| * https://github.com/evanw/glfx.js | |
| */ | |
| const SepiaShader = { | |
| name: 'SepiaShader', | |
| uniforms: { | |
| 'tDiffuse': { value: null }, | |
| 'amount': { value: 1.0 } | |
| }, | |
| 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 }; | |
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