Initial project import
This commit is contained in:
55
node_modules/three-stdlib/shaders/VignetteShader.js
generated
vendored
Normal file
55
node_modules/three-stdlib/shaders/VignetteShader.js
generated
vendored
Normal file
@@ -0,0 +1,55 @@
|
||||
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
|
||||
Reference in New Issue
Block a user