VignetteShader.js 1.0 KB

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  1. /**
  2. * @module VignetteShader
  3. * @three_import import { VignetteShader } from 'three/addons/shaders/VignetteShader.js';
  4. */
  5. /**
  6. * Based on [PaintEffect postprocess from ro.me]{@link http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js}.
  7. *
  8. * @constant
  9. * @type {ShaderMaterial~Shader}
  10. */
  11. const VignetteShader = {
  12. name: 'VignetteShader',
  13. uniforms: {
  14. 'tDiffuse': { value: null },
  15. 'offset': { value: 1.0 },
  16. 'darkness': { value: 1.0 }
  17. },
  18. vertexShader: /* glsl */`
  19. varying vec2 vUv;
  20. void main() {
  21. vUv = uv;
  22. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  23. }`,
  24. fragmentShader: /* glsl */`
  25. uniform float offset;
  26. uniform float darkness;
  27. uniform sampler2D tDiffuse;
  28. varying vec2 vUv;
  29. void main() {
  30. // Eskil's vignette
  31. vec4 texel = texture2D( tDiffuse, vUv );
  32. vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );
  33. gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );
  34. }`
  35. };
  36. export { VignetteShader };