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- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * 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
- */
- THREE.VignetteShader = {
- uniforms: {
- "tDiffuse": { value: null },
- "offset": { value: 1.0 },
- "darkness": { value: 1.0 }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- "vUv = uv;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "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 );",
- /*
- // 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;",
- */
- "}"
- ].join( "\n" )
- };
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