mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-26 04:43:49 +01:00
64 lines
1.3 KiB
JavaScript
64 lines
1.3 KiB
JavaScript
|
/**
|
||
|
* @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": { type: "t", value: null },
|
||
|
"offset": { type: "f", value: 1.0 },
|
||
|
"darkness": { type: "f", 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")
|
||
|
|
||
|
};
|