/** * 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 };