import { Vector2 } from 'three'; /** * Dot screen shader * based on glfx.js sepia shader * https://github.com/evanw/glfx.js */ const DotScreenShader = { name: 'DotScreenShader', uniforms: { 'tDiffuse': { value: null }, 'tSize': { value: new Vector2( 256, 256 ) }, 'center': { value: new Vector2( 0.5, 0.5 ) }, 'angle': { value: 1.57 }, 'scale': { value: 1.0 } }, vertexShader: /* glsl */` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, fragmentShader: /* glsl */` 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 ); }` }; export { DotScreenShader };