/** * @author alteredq / http://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 */ var VignetteShader = { uniforms: { "tDiffuse": { value: null }, "offset": { value: 1.0 }, "darkness": { 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" ) }; export { VignetteShader };