webvr js meetup initial commit
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63
node_modules/three/examples/js/shaders/VignetteShader.js
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63
node_modules/three/examples/js/shaders/VignetteShader.js
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/**
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* @author alteredq / http://alteredqualia.com/
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*
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* Vignette shader
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* based on PaintEffect postprocess from ro.me
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* http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
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*/
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THREE.VignetteShader = {
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uniforms: {
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"tDiffuse": { value: null },
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"offset": { value: 1.0 },
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"darkness": { value: 1.0 }
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},
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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"vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join( "\n" ),
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fragmentShader: [
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"uniform float offset;",
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"uniform float darkness;",
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"uniform sampler2D tDiffuse;",
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"varying vec2 vUv;",
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"void main() {",
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// Eskil's vignette
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"vec4 texel = texture2D( tDiffuse, vUv );",
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"vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );",
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"gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );",
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/*
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// alternative version from glfx.js
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// this one makes more "dusty" look (as opposed to "burned")
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"vec4 color = texture2D( tDiffuse, vUv );",
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"float dist = distance( vUv, vec2( 0.5 ) );",
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"color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
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"gl_FragColor = color;",
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*/
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"}"
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].join( "\n" )
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};
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