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mobile-query-three-vendor-three-r53.js-shaders-VignetteShader.js / js



  

author: alteredq / alteredqualia.com/ 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

  
  
  THREE.VignetteShader = {
  
          uniforms: {
  
                  "tDiffuse": { type: "t", value: null },
                  "offset":   { type: "f", value: 1.0 },
                  "darkness": { 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 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 );",
  
                          /*
                          // alternative version from glfx.js
                          // this one makes more "dusty" look (as opposed to "burned")
  
                          "vec4 color = texture2D( tDiffuse, vUv );",
                          "float dist = distance( vUv, vec2( 0.5 ) );",
                          "color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
                          "gl_FragColor = color;",
  			*/
  
                  "}"
  
          ].join("\n")
  
  };
  


(C) Æliens 04/09/2009

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