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DotScreenShader.js
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/**
* @author alteredq / http://alteredqualia.com/
*
* Dot screen shader
* based on glfx.js sepia shader
* https://github.com/evanw/glfx.js
*/
THREE.DotScreenShader = {
uniforms: {
"tDiffuse": { value: null },
"tSize": { value: new THREE.Vector2( 256, 256 ) },
"center": { value: new THREE.Vector2( 0.5, 0.5 ) },
"angle": { value: 1.57 },
"scale": { value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform vec2 center;",
"uniform float angle;",
"uniform float scale;",
"uniform vec2 tSize;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"float pattern() {",
" float s = sin( angle ), c = cos( angle );",
" vec2 tex = vUv * tSize - center;",
" vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;",
" return ( sin( point.x ) * sin( point.y ) ) * 4.0;",
"}",
"void main() {",
" vec4 color = texture2D( tDiffuse, vUv );",
" float average = ( color.r + color.g + color.b ) / 3.0;",
" gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );",
"}"
].join( "\n" )
};