添加关照、全局等高线、修改图层问题
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								static/sdk/three/jsm/shaders/VignetteShader.js
									
									
									
									
									
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								static/sdk/three/jsm/shaders/VignetteShader.js
									
									
									
									
									
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							| @ -0,0 +1,51 @@ | ||||
| /** | ||||
|  * 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 | ||||
|  */ | ||||
|  | ||||
| const VignetteShader = { | ||||
|  | ||||
| 	name: '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() { | ||||
|  | ||||
| 			// 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 ); | ||||
|  | ||||
| 		}` | ||||
|  | ||||
| }; | ||||
|  | ||||
| export { VignetteShader }; | ||||
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