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VignetteShader.ts
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53 lines (39 loc) · 1.16 KB
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/**
* 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
*/
export const VignetteShader = {
uniforms: {
tDiffuse: { value: null },
offset: { value: 1.0 },
darkness: { value: 1.0 },
},
vertexShader: /* glsl */ `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`,
fragmentShader: /* glsl */ `
uniform float offset;
uniform float darkness;
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
// Eskils 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;
*/
}
`,
}