52 lines
		
	
	
		
			893 B
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			52 lines
		
	
	
		
			893 B
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| /**
 | |
|  * 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 };
 |