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- import {
- Vector2
- } from 'three';
- /**
- * @module DotScreenShader
- * @three_import import { DotScreenShader } from 'three/addons/shaders/DotScreenShader.js';
- */
- /**
- * Dot screen shader based on [glfx.js sepia shader]{@link https://github.com/evanw/glfx.js}.
- *
- * @constant
- * @type {ShaderMaterial~Shader}
- */
- const DotScreenShader = {
- name: 'DotScreenShader',
- uniforms: {
- 'tDiffuse': { value: null },
- 'tSize': { value: new Vector2( 256, 256 ) },
- 'center': { value: new Vector2( 0.5, 0.5 ) },
- 'angle': { value: 1.57 },
- 'scale': { value: 1.0 }
- },
- vertexShader: /* glsl */`
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader: /* glsl */`
- 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 );
- }`
- };
- export { DotScreenShader };
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