62 lines
1.2 KiB
JavaScript
62 lines
1.2 KiB
JavaScript
import { Vector2 } from "three";
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const DotScreenShader = {
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uniforms: {
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tDiffuse: { value: null },
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tSize: { value: /* @__PURE__ */ new Vector2(256, 256) },
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center: { value: /* @__PURE__ */ new Vector2(0.5, 0.5) },
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angle: { value: 1.57 },
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scale: { value: 1 }
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},
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vertexShader: (
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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uniform vec2 center;
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uniform float angle;
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uniform float scale;
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uniform vec2 tSize;
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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float pattern() {
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float s = sin( angle ), c = cos( angle );
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vec2 tex = vUv * tSize - center;
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vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;
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return ( sin( point.x ) * sin( point.y ) ) * 4.0;
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}
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void main() {
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vec4 color = texture2D( tDiffuse, vUv );
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float average = ( color.r + color.g + color.b ) / 3.0;
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gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );
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}
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`
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)
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};
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export {
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DotScreenShader
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};
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//# sourceMappingURL=DotScreenShader.js.map
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