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three

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JavaScript 3D library

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console.warn( "THREE.VignetteShader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." ); /** * 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": { value: null }, "offset": { value: 1.0 }, "darkness": { 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" ) };