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| THREE.DotScreenShader = { |
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| uniforms: { |
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| "tDiffuse": { value: null }, |
| "tSize": { value: new THREE.Vector2( 256, 256 ) }, |
| "center": { value: new THREE.Vector2( 0.5, 0.5 ) }, |
| "angle": { value: 1.57 }, |
| "scale": { 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;", |
| "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 vec2 center;", |
| "uniform float angle;", |
| "uniform float scale;", |
| "uniform vec2 tSize;", |
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|
| "uniform sampler2D tDiffuse;", |
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|
| "varying vec2 vUv;", |
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| "float pattern() {", |
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| "float s = sin( angle ), c = cos( angle );", |
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| "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;", |
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| "}", |
|
|
| "void main() {", |
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|
| "vec4 color = texture2D( tDiffuse, vUv );", |
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|
| "float average = ( color.r + color.g + color.b ) / 3.0;", |
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| "gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );", |
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| "}" |
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| ].join( "\n" ) |
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| }; |
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|