56 lines
1.1 KiB
JavaScript
56 lines
1.1 KiB
JavaScript
const VignetteShader = {
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uniforms: {
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tDiffuse: { value: null },
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offset: { value: 1 },
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darkness: { 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 float offset;
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uniform float darkness;
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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void main() {
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// Eskils vignette
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vec4 texel = texture2D( tDiffuse, vUv );
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vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );
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gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );
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/*
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// alternative version from glfx.js
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// this one makes more "dusty" look (as opposed to "burned")
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vec4 color = texture2D( tDiffuse, vUv );
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float dist = distance( vUv, vec2( 0.5 ) );
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color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );
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gl_FragColor = color;
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*/
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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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VignetteShader
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};
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//# sourceMappingURL=VignetteShader.js.map
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