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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /shaders /VignetteShader.js
| /** | |
| * Vignette shader | |
| * based on PaintEffect postprocess from ro.me | |
| * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js | |
| */ | |
| const VignetteShader = { | |
| name: 'VignetteShader', | |
| uniforms: { | |
| 'tDiffuse': { value: null }, | |
| 'offset': { value: 1.0 }, | |
| 'darkness': { value: 1.0 } | |
| }, | |
| 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() { | |
| // Eskil's 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 ); | |
| }` | |
| }; | |
| export { VignetteShader }; | |
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