/** * @author alteredq / http://alteredqualia.com/ * * Dot screen shader * based on glfx.js sepia shader * https://github.com/evanw/glfx.js */ THREE.DotScreenShader = { uniforms: { "tDiffuse": { type: "t", value: null }, "tSize": { type: "v2", value: new THREE.Vector2( 256, 256 ) }, "center": { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) }, "angle": { type: "f", value: 1.57 }, "scale": { type: "f", value: 1.0 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "uniform vec2 center;", "uniform float angle;", "uniform float scale;", "uniform vec2 tSize;", "uniform sampler2D tDiffuse;", "varying vec2 vUv;", "float pattern() {", "float s = sin( angle ), c = cos( angle );", "vec2 tex = vUv * tSize - center;", "vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;", "return ( sin( point.x ) * sin( point.y ) ) * 4.0;", "}", "void main() {", "vec4 color = texture2D( tDiffuse, vUv );", "float average = ( color.r + color.g + color.b ) / 3.0;", "gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );", "}" ].join("\n") };