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Rezmason
2018-08-22 00:59:33 -04:00
commit 8c60365279
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js/FilmGrainPass.js Normal file
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/**
* @author rezmason
*/
THREE.FilmGrainPass = function (blurMagnitude, ditherMagnitude) {
this.shader = {
uniforms: {
tDiffuse: { value: null },
blurMagnitude: { value: blurMagnitude },
ditherMagnitude: { value: ditherMagnitude }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4( position, 1.0 );
}
`,
fragmentShader: `
#define PI 3.14159265359
uniform sampler2D tDiffuse;
uniform float blurMagnitude;
uniform float ditherMagnitude;
varying vec2 vUv;
highp float rand( const in vec2 uv ) {
const highp float a = 12.9898, b = 78.233, c = 43758.5453;
highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
return fract(sin(sn) * c);
}
vec3 dithering( vec3 color1, vec3 color2 ) {
float difference = pow(length(color1 - color2), 0.1);
return color1 + vec3( -1, 0.5, 0.5 ) * ditherMagnitude * difference * mix( -1.0, 1.0, rand( gl_FragCoord.xy ) );
}
void main() {
vec4 sample = texture2D( tDiffuse, vUv );
vec4 blurSum = vec4( 0.0 );
blurSum += texture2D( tDiffuse, vUv + vec2(-blurMagnitude, -blurMagnitude) ) * 0.25;
blurSum += texture2D( tDiffuse, vUv + vec2( blurMagnitude, -blurMagnitude) ) * 0.25;
blurSum += texture2D( tDiffuse, vUv + vec2(-blurMagnitude, blurMagnitude) ) * 0.25;
blurSum += texture2D( tDiffuse, vUv + vec2( blurMagnitude, blurMagnitude) ) * 0.25;
gl_FragColor = vec4(dithering(blurSum.rgb, sample.rgb), 1.0);
}
`
};
THREE.ShaderPass.call(this, this.shader);
};
THREE.FilmGrainPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
constructor: THREE.FilmGrainPass,
render: THREE.ShaderPass.prototype.render
});