mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-25 20:33:50 +01:00
69 lines
1.3 KiB
JavaScript
69 lines
1.3 KiB
JavaScript
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/**
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* @author alteredq / http://alteredqualia.com/
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*
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* Dot screen shader
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* based on glfx.js sepia shader
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* https://github.com/evanw/glfx.js
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*/
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THREE.DotScreenShader = {
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uniforms: {
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"tDiffuse": { type: "t", value: null },
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"tSize": { type: "v2", value: new THREE.Vector2( 256, 256 ) },
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"center": { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
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"angle": { type: "f", value: 1.57 },
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"scale": { type: "f", value: 1.0 }
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},
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vertexShader: [
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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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].join("\n"),
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fragmentShader: [
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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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].join("\n")
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};
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