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1789 lines
44 KiB
JavaScript
1789 lines
44 KiB
JavaScript
/**
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* @author alteredq / http://alteredqualia.com/
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* @author zz85 / http://www.lab4games.net/zz85/blog
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* @author davidedc / http://www.sketchpatch.net/
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*
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* ShaderExtras currently contains:
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*
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* screen
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* convolution
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* film
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* bokeh
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* sepia
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* dotscreen
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* vignette
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* bleachbypass
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* basic
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* dofmipmap
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* focus
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* triangleBlur
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* horizontalBlur + verticalBlur
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* horizontalTiltShift + verticalTiltShift
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* blend
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* fxaa
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* luminosity
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* colorCorrection
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* normalmap
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* ssao
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* colorify
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* unpackDepthRGBA
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*/
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THREE.ShaderExtras = {
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/* -------------------------------------------------------------------------
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// Full-screen textured quad shader
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------------------------------------------------------------------------- */
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'screen': {
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uniforms: {
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tDiffuse: { type: "t", value: 0, texture: null },
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opacity: { type: "f", 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;",
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"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 float opacity;",
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"uniform sampler2D tDiffuse;",
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"varying vec2 vUv;",
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"void main() {",
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"vec4 texel = texture2D( tDiffuse, vUv );",
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"gl_FragColor = opacity * texel;",
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"}"
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].join("\n")
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},
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/* ------------------------------------------------------------------------
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// Convolution shader
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// - ported from o3d sample to WebGL / GLSL
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// http://o3d.googlecode.com/svn/trunk/samples/convolution.html
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------------------------------------------------------------------------ */
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'convolution': {
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uniforms: {
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"tDiffuse" : { type: "t", value: 0, texture: null },
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"uImageIncrement" : { type: "v2", value: new THREE.Vector2( 0.001953125, 0.0 ) },
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"cKernel" : { type: "fv1", value: [] }
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},
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vertexShader: [
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//"#define KERNEL_SIZE 25.0",
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"uniform vec2 uImageIncrement;",
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"varying vec2 vUv;",
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"void main() {",
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"vUv = uv - ( ( KERNEL_SIZE - 1.0 ) / 2.0 ) * uImageIncrement;",
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"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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//"#define KERNEL_SIZE 25",
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"uniform float cKernel[ KERNEL_SIZE ];",
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"uniform sampler2D tDiffuse;",
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"uniform vec2 uImageIncrement;",
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"varying vec2 vUv;",
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"void main() {",
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"vec2 imageCoord = vUv;",
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"vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
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"for( int i = 0; i < KERNEL_SIZE; i ++ ) {",
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"sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
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"imageCoord += uImageIncrement;",
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"}",
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"gl_FragColor = sum;",
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"}"
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].join("\n")
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},
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/* -------------------------------------------------------------------------
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// Film grain & scanlines shader
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// - ported from HLSL to WebGL / GLSL
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// http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
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// Screen Space Static Postprocessor
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//
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// Produces an analogue noise overlay similar to a film grain / TV static
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//
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// Original implementation and noise algorithm
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// Pat 'Hawthorne' Shearon
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//
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// Optimized scanlines + noise version with intensity scaling
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// Georg 'Leviathan' Steinrohder
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// This version is provided under a Creative Commons Attribution 3.0 License
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// http://creativecommons.org/licenses/by/3.0/
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------------------------------------------------------------------------- */
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'film': {
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uniforms: {
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tDiffuse: { type: "t", value: 0, texture: null },
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time: { type: "f", value: 0.0 },
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nIntensity: { type: "f", value: 0.5 },
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sIntensity: { type: "f", value: 0.05 },
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sCount: { type: "f", value: 4096 },
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grayscale: { type: "i", value: 1 }
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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;",
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"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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// control parameter
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"uniform float time;",
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"uniform bool grayscale;",
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// noise effect intensity value (0 = no effect, 1 = full effect)
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"uniform float nIntensity;",
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// scanlines effect intensity value (0 = no effect, 1 = full effect)
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"uniform float sIntensity;",
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// scanlines effect count value (0 = no effect, 4096 = full effect)
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"uniform float sCount;",
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"uniform sampler2D tDiffuse;",
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"varying vec2 vUv;",
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"void main() {",
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// sample the source
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"vec4 cTextureScreen = texture2D( tDiffuse, vUv );",
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// make some noise
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"float x = vUv.x * vUv.y * time * 1000.0;",
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"x = mod( x, 13.0 ) * mod( x, 123.0 );",
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"float dx = mod( x, 0.01 );",
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// add noise
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"vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );",
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// get us a sine and cosine
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"vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );",
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// add scanlines
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"cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;",
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// interpolate between source and result by intensity
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"cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );",
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// convert to grayscale if desired
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"if( grayscale ) {",
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"cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );",
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"}",
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"gl_FragColor = vec4( cResult, cTextureScreen.a );",
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"}"
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].join("\n")
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},
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/* -------------------------------------------------------------------------
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// Depth-of-field shader with bokeh
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// ported from GLSL shader by Martins Upitis
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// http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
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------------------------------------------------------------------------- */
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'bokeh' : {
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uniforms: { tColor: { type: "t", value: 0, texture: null },
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tDepth: { type: "t", value: 1, texture: null },
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focus: { type: "f", value: 1.0 },
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aspect: { type: "f", value: 1.0 },
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aperture: { type: "f", value: 0.025 },
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maxblur: { type: "f", 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;",
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"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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"varying vec2 vUv;",
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"uniform sampler2D tColor;",
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"uniform sampler2D tDepth;",
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"uniform float maxblur;", // max blur amount
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"uniform float aperture;", // aperture - bigger values for shallower depth of field
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"uniform float focus;",
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"uniform float aspect;",
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"void main() {",
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"vec2 aspectcorrect = vec2( 1.0, aspect );",
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"vec4 depth1 = texture2D( tDepth, vUv );",
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"float factor = depth1.x - focus;",
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"vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );",
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"vec2 dofblur9 = dofblur * 0.9;",
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"vec2 dofblur7 = dofblur * 0.7;",
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"vec2 dofblur4 = dofblur * 0.4;",
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"vec4 col = vec4( 0.0 );",
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"col += texture2D( tColor, vUv.xy );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
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"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );",
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"gl_FragColor = col / 41.0;",
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"gl_FragColor.a = 1.0;",
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"}"
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].join("\n")
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},
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/* -------------------------------------------------------------------------
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// Depth-of-field shader using mipmaps
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// - from Matt Handley @applmak
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// - requires power-of-2 sized render target with enabled mipmaps
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------------------------------------------------------------------------- */
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'dofmipmap': {
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uniforms: {
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tColor: { type: "t", value: 0, texture: null },
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tDepth: { type: "t", value: 1, texture: null },
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focus: { type: "f", value: 1.0 },
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maxblur: { type: "f", 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;",
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"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 float focus;",
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"uniform float maxblur;",
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"uniform sampler2D tColor;",
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"uniform sampler2D tDepth;",
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"varying vec2 vUv;",
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"void main() {",
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"vec4 depth = texture2D( tDepth, vUv );",
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"float factor = depth.x - focus;",
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"vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );",
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"gl_FragColor = col;",
|
|
"gl_FragColor.a = 1.0;",
|
|
|
|
"}"
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
/* -------------------------------------------------------------------------
|
|
// Sepia tone shader
|
|
// - based on glfx.js sepia shader
|
|
// https://github.com/evanw/glfx.js
|
|
------------------------------------------------------------------------- */
|
|
|
|
'sepia': {
|
|
|
|
uniforms: {
|
|
|
|
tDiffuse: { type: "t", value: 0, texture: null },
|
|
amount: { 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 amount;",
|
|
|
|
"uniform sampler2D tDiffuse;",
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vec4 color = texture2D( tDiffuse, vUv );",
|
|
"vec3 c = color.rgb;",
|
|
|
|
"color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
|
|
"color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
|
|
"color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
|
|
|
|
"gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
|
|
|
|
"}"
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
/* -------------------------------------------------------------------------
|
|
// Dot screen shader
|
|
// - based on glfx.js sepia shader
|
|
// https://github.com/evanw/glfx.js
|
|
------------------------------------------------------------------------- */
|
|
|
|
'dotscreen': {
|
|
|
|
uniforms: {
|
|
|
|
tDiffuse: { type: "t", value: 0, texture: null },
|
|
tSize: { type: "v2", value: new THREE.Vector2( 256, 256 ) },
|
|
center: { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
|
|
angle: { type: "f", value: 1.57 },
|
|
scale: { 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 vec2 center;",
|
|
"uniform float angle;",
|
|
"uniform float scale;",
|
|
"uniform vec2 tSize;",
|
|
|
|
"uniform sampler2D tDiffuse;",
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"float pattern() {",
|
|
|
|
"float s = sin( angle ), c = cos( angle );",
|
|
|
|
"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;",
|
|
|
|
"}",
|
|
|
|
"void main() {",
|
|
|
|
"vec4 color = texture2D( tDiffuse, vUv );",
|
|
|
|
"float average = ( color.r + color.g + color.b ) / 3.0;",
|
|
|
|
"gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );",
|
|
|
|
"}"
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
/* ------------------------------------------------------------------------------------------------
|
|
// 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
|
|
------------------------------------------------------------------------------------------------ */
|
|
|
|
'vignette': {
|
|
|
|
uniforms: {
|
|
|
|
tDiffuse: { type: "t", value: 0, texture: 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")
|
|
|
|
},
|
|
|
|
/* -------------------------------------------------------------------------
|
|
// Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
|
|
// - based on Nvidia example
|
|
// http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
|
|
------------------------------------------------------------------------- */
|
|
|
|
'bleachbypass': {
|
|
|
|
uniforms: {
|
|
|
|
tDiffuse: { type: "t", value: 0, texture: null },
|
|
opacity: { 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 opacity;",
|
|
|
|
"uniform sampler2D tDiffuse;",
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vec4 base = texture2D( tDiffuse, vUv );",
|
|
|
|
"vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );",
|
|
"float lum = dot( lumCoeff, base.rgb );",
|
|
"vec3 blend = vec3( lum );",
|
|
|
|
"float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );",
|
|
|
|
"vec3 result1 = 2.0 * base.rgb * blend;",
|
|
"vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );",
|
|
|
|
"vec3 newColor = mix( result1, result2, L );",
|
|
|
|
"float A2 = opacity * base.a;",
|
|
"vec3 mixRGB = A2 * newColor.rgb;",
|
|
"mixRGB += ( ( 1.0 - A2 ) * base.rgb );",
|
|
|
|
"gl_FragColor = vec4( mixRGB, base.a );",
|
|
|
|
"}"
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
/* --------------------------------------------------------------------------------------------------
|
|
// Focus shader
|
|
// - based on PaintEffect postprocess from ro.me
|
|
// http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
|
|
-------------------------------------------------------------------------------------------------- */
|
|
|
|
'focus': {
|
|
|
|
uniforms : {
|
|
|
|
"tDiffuse": { type: "t", value: 0, texture: null },
|
|
"screenWidth": { type: "f", value: 1024 },
|
|
"screenHeight": { type: "f", value: 1024 },
|
|
"sampleDistance": { type: "f", value: 0.94 },
|
|
"waveFactor": { type: "f", value: 0.00125 }
|
|
|
|
},
|
|
|
|
vertexShader: [
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vUv = uv;",
|
|
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n"),
|
|
|
|
fragmentShader: [
|
|
|
|
"uniform float screenWidth;",
|
|
"uniform float screenHeight;",
|
|
"uniform float sampleDistance;",
|
|
"uniform float waveFactor;",
|
|
|
|
"uniform sampler2D tDiffuse;",
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vec4 color, org, tmp, add;",
|
|
"float sample_dist, f;",
|
|
"vec2 vin;",
|
|
"vec2 uv = vUv;",
|
|
|
|
"add = color = org = texture2D( tDiffuse, uv );",
|
|
|
|
"vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );",
|
|
"sample_dist = dot( vin, vin ) * 2.0;",
|
|
|
|
"f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;",
|
|
|
|
"vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );",
|
|
|
|
"add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );",
|
|
"if( tmp.b < color.b ) color = tmp;",
|
|
|
|
"add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );",
|
|
"if( tmp.b < color.b ) color = tmp;",
|
|
|
|
"add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );",
|
|
"if( tmp.b < color.b ) color = tmp;",
|
|
|
|
"add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );",
|
|
"if( tmp.b < color.b ) color = tmp;",
|
|
|
|
"add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );",
|
|
"if( tmp.b < color.b ) color = tmp;",
|
|
|
|
"add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );",
|
|
"if( tmp.b < color.b ) color = tmp;",
|
|
|
|
"add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );",
|
|
"if( tmp.b < color.b ) color = tmp;",
|
|
|
|
"color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );",
|
|
"color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );",
|
|
|
|
"gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );",
|
|
|
|
"}"
|
|
|
|
|
|
].join("\n")
|
|
},
|
|
|
|
/* -------------------------------------------------------------------------
|
|
// Triangle blur shader
|
|
// - based on glfx.js triangle blur shader
|
|
// https://github.com/evanw/glfx.js
|
|
|
|
// A basic blur filter, which convolves the image with a
|
|
// pyramid filter. The pyramid filter is separable and is applied as two
|
|
// perpendicular triangle filters.
|
|
------------------------------------------------------------------------- */
|
|
|
|
'triangleBlur': {
|
|
|
|
|
|
uniforms : {
|
|
|
|
"texture": { type: "t", value: 0, texture: null },
|
|
"delta": { type: "v2", value:new THREE.Vector2( 1, 1 ) }
|
|
|
|
},
|
|
|
|
vertexShader: [
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vUv = uv;",
|
|
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n"),
|
|
|
|
fragmentShader: [
|
|
|
|
"#define ITERATIONS 10.0",
|
|
|
|
"uniform sampler2D texture;",
|
|
"uniform vec2 delta;",
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"float random( vec3 scale, float seed ) {",
|
|
|
|
// use the fragment position for a different seed per-pixel
|
|
|
|
"return fract( sin( dot( gl_FragCoord.xyz + seed, scale ) ) * 43758.5453 + seed );",
|
|
|
|
"}",
|
|
|
|
"void main() {",
|
|
|
|
"vec4 color = vec4( 0.0 );",
|
|
|
|
"float total = 0.0;",
|
|
|
|
// randomize the lookup values to hide the fixed number of samples
|
|
|
|
"float offset = random( vec3( 12.9898, 78.233, 151.7182 ), 0.0 );",
|
|
|
|
"for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {",
|
|
|
|
"float percent = ( t + offset - 0.5 ) / ITERATIONS;",
|
|
"float weight = 1.0 - abs( percent );",
|
|
|
|
"color += texture2D( texture, vUv + delta * percent ) * weight;",
|
|
"total += weight;",
|
|
|
|
"}",
|
|
|
|
"gl_FragColor = color / total;",
|
|
|
|
"}"
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
/* -------------------------------------------------------------------------
|
|
// Simple test shader
|
|
------------------------------------------------------------------------- */
|
|
|
|
'basic': {
|
|
|
|
uniforms: {},
|
|
|
|
vertexShader: [
|
|
|
|
"void main() {",
|
|
|
|
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n"),
|
|
|
|
fragmentShader: [
|
|
|
|
"void main() {",
|
|
|
|
"gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );",
|
|
|
|
"}"
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
/* --------------------------------------------------------------------------------------------------
|
|
// Two pass Gaussian blur filter (horizontal and vertical blur shaders)
|
|
// - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
|
|
// and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
|
|
//
|
|
// - 9 samples per pass
|
|
// - standard deviation 2.7
|
|
// - "h" and "v" parameters should be set to "1 / width" and "1 / height"
|
|
-------------------------------------------------------------------------------------------------- */
|
|
|
|
'horizontalBlur': {
|
|
|
|
uniforms: {
|
|
|
|
"tDiffuse": { type: "t", value: 0, texture: null },
|
|
"h": { type: "f", value: 1.0 / 512.0 }
|
|
|
|
},
|
|
|
|
vertexShader: [
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vUv = uv;",
|
|
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n"),
|
|
|
|
fragmentShader: [
|
|
|
|
"uniform sampler2D tDiffuse;",
|
|
"uniform float h;",
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vec4 sum = vec4( 0.0 );",
|
|
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;",
|
|
|
|
"gl_FragColor = sum;",
|
|
|
|
"}"
|
|
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
'verticalBlur': {
|
|
|
|
uniforms: {
|
|
|
|
"tDiffuse": { type: "t", value: 0, texture: null },
|
|
"v": { type: "f", value: 1.0 / 512.0 }
|
|
|
|
},
|
|
|
|
vertexShader: [
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vUv = uv;",
|
|
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n"),
|
|
|
|
fragmentShader: [
|
|
|
|
"uniform sampler2D tDiffuse;",
|
|
"uniform float v;",
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vec4 sum = vec4( 0.0 );",
|
|
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;",
|
|
|
|
"gl_FragColor = sum;",
|
|
|
|
"}"
|
|
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
/* --------------------------------------------------------------------------------------------------
|
|
// Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
|
|
//
|
|
// - 9 samples per pass
|
|
// - standard deviation 2.7
|
|
// - "h" and "v" parameters should be set to "1 / width" and "1 / height"
|
|
// - "r" parameter control where "focused" horizontal line lies
|
|
-------------------------------------------------------------------------------------------------- */
|
|
|
|
'horizontalTiltShift': {
|
|
|
|
uniforms: {
|
|
|
|
"tDiffuse": { type: "t", value: 0, texture: null },
|
|
"h": { type: "f", value: 1.0 / 512.0 },
|
|
"r": { type: "f", value: 0.35 }
|
|
|
|
},
|
|
|
|
vertexShader: [
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vUv = uv;",
|
|
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n"),
|
|
|
|
fragmentShader: [
|
|
|
|
"uniform sampler2D tDiffuse;",
|
|
"uniform float h;",
|
|
"uniform float r;",
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vec4 sum = vec4( 0.0 );",
|
|
|
|
"float hh = h * abs( r - vUv.y );",
|
|
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;",
|
|
|
|
"gl_FragColor = sum;",
|
|
|
|
"}"
|
|
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
'verticalTiltShift': {
|
|
|
|
uniforms: {
|
|
|
|
"tDiffuse": { type: "t", value: 0, texture: null },
|
|
"v": { type: "f", value: 1.0 / 512.0 },
|
|
"r": { type: "f", value: 0.35 }
|
|
|
|
},
|
|
|
|
vertexShader: [
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vUv = uv;",
|
|
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n"),
|
|
|
|
fragmentShader: [
|
|
|
|
"uniform sampler2D tDiffuse;",
|
|
"uniform float v;",
|
|
"uniform float r;",
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vec4 sum = vec4( 0.0 );",
|
|
|
|
"float vv = v * abs( r - vUv.y );",
|
|
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;",
|
|
|
|
"gl_FragColor = sum;",
|
|
|
|
"}"
|
|
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
/* -------------------------------------------------------------------------
|
|
// Blend two textures
|
|
------------------------------------------------------------------------- */
|
|
|
|
'blend': {
|
|
|
|
uniforms: {
|
|
|
|
tDiffuse1: { type: "t", value: 0, texture: null },
|
|
tDiffuse2: { type: "t", value: 1, texture: null },
|
|
mixRatio: { type: "f", value: 0.5 },
|
|
opacity: { 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 opacity;",
|
|
"uniform float mixRatio;",
|
|
|
|
"uniform sampler2D tDiffuse1;",
|
|
"uniform sampler2D tDiffuse2;",
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vec4 texel1 = texture2D( tDiffuse1, vUv );",
|
|
"vec4 texel2 = texture2D( tDiffuse2, vUv );",
|
|
"gl_FragColor = opacity * mix( texel1, texel2, mixRatio );",
|
|
|
|
"}"
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
/* -------------------------------------------------------------------------
|
|
// NVIDIA FXAA by Timothy Lottes
|
|
// http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
|
|
// - WebGL port by @supereggbert
|
|
// http://www.glge.org/demos/fxaa/
|
|
------------------------------------------------------------------------- */
|
|
|
|
'fxaa': {
|
|
|
|
uniforms: {
|
|
|
|
"tDiffuse": { type: "t", value: 0, texture: null },
|
|
"resolution": { type: "v2", value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
|
|
|
|
},
|
|
|
|
vertexShader: [
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vUv = uv;",
|
|
|
|
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n"),
|
|
|
|
fragmentShader: [
|
|
|
|
"uniform sampler2D tDiffuse;",
|
|
"uniform vec2 resolution;",
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"#define FXAA_REDUCE_MIN (1.0/128.0)",
|
|
"#define FXAA_REDUCE_MUL (1.0/8.0)",
|
|
"#define FXAA_SPAN_MAX 8.0",
|
|
|
|
"void main() {",
|
|
|
|
"vec3 rgbNW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, -1.0 ) ) * resolution ).xyz;",
|
|
"vec3 rgbNE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, -1.0 ) ) * resolution ).xyz;",
|
|
"vec3 rgbSW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, 1.0 ) ) * resolution ).xyz;",
|
|
"vec3 rgbSE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, 1.0 ) ) * resolution ).xyz;",
|
|
"vec4 rgbaM = texture2D( tDiffuse, gl_FragCoord.xy * resolution );",
|
|
"vec3 rgbM = rgbaM.xyz;",
|
|
"float opacity = rgbaM.w;",
|
|
|
|
"vec3 luma = vec3( 0.299, 0.587, 0.114 );",
|
|
|
|
"float lumaNW = dot( rgbNW, luma );",
|
|
"float lumaNE = dot( rgbNE, luma );",
|
|
"float lumaSW = dot( rgbSW, luma );",
|
|
"float lumaSE = dot( rgbSE, luma );",
|
|
"float lumaM = dot( rgbM, luma );",
|
|
"float lumaMin = min( lumaM, min( min( lumaNW, lumaNE ), min( lumaSW, lumaSE ) ) );",
|
|
"float lumaMax = max( lumaM, max( max( lumaNW, lumaNE) , max( lumaSW, lumaSE ) ) );",
|
|
|
|
"vec2 dir;",
|
|
"dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));",
|
|
"dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));",
|
|
|
|
"float dirReduce = max( ( lumaNW + lumaNE + lumaSW + lumaSE ) * ( 0.25 * FXAA_REDUCE_MUL ), FXAA_REDUCE_MIN );",
|
|
|
|
"float rcpDirMin = 1.0 / ( min( abs( dir.x ), abs( dir.y ) ) + dirReduce );",
|
|
"dir = min( vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),",
|
|
"max( vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),",
|
|
"dir * rcpDirMin)) * resolution;",
|
|
|
|
"vec3 rgbA = 0.5 * (",
|
|
"texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 1.0 / 3.0 - 0.5 ) ).xyz +",
|
|
"texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 2.0 / 3.0 - 0.5 ) ).xyz );",
|
|
|
|
"vec3 rgbB = rgbA * 0.5 + 0.25 * (",
|
|
"texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * -0.5 ).xyz +",
|
|
"texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * 0.5 ).xyz );",
|
|
|
|
"float lumaB = dot( rgbB, luma );",
|
|
|
|
"if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) ) {",
|
|
|
|
"gl_FragColor = vec4( rgbA, opacity );",
|
|
|
|
"} else {",
|
|
|
|
"gl_FragColor = vec4( rgbB, opacity );",
|
|
|
|
"}",
|
|
|
|
"}"
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
/* -------------------------------------------------------------------------
|
|
// Luminosity
|
|
// http://en.wikipedia.org/wiki/Luminosity
|
|
------------------------------------------------------------------------- */
|
|
|
|
'luminosity': {
|
|
|
|
uniforms: {
|
|
|
|
"tDiffuse": { type: "t", value: 0, texture: null }
|
|
|
|
},
|
|
|
|
vertexShader: [
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vUv = uv;",
|
|
|
|
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n"),
|
|
|
|
fragmentShader: [
|
|
|
|
"uniform sampler2D tDiffuse;",
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vec4 texel = texture2D( tDiffuse, vUv );",
|
|
|
|
"vec3 luma = vec3( 0.299, 0.587, 0.114 );",
|
|
|
|
"float v = dot( texel.xyz, luma );",
|
|
|
|
"gl_FragColor = vec4( v, v, v, texel.w );",
|
|
|
|
"}"
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
/* -------------------------------------------------------------------------
|
|
// Color correction
|
|
------------------------------------------------------------------------- */
|
|
|
|
'colorCorrection': {
|
|
|
|
uniforms: {
|
|
|
|
"tDiffuse" : { type: "t", value: 0, texture: null },
|
|
"powRGB" : { type: "v3", value: new THREE.Vector3( 2, 2, 2 ) },
|
|
"mulRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
|
|
|
|
},
|
|
|
|
vertexShader: [
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vUv = uv;",
|
|
|
|
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n"),
|
|
|
|
fragmentShader: [
|
|
|
|
"uniform sampler2D tDiffuse;",
|
|
"uniform vec3 powRGB;",
|
|
"uniform vec3 mulRGB;",
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"gl_FragColor = texture2D( tDiffuse, vUv );",
|
|
"gl_FragColor.rgb = mulRGB * pow( gl_FragColor.rgb, powRGB );",
|
|
|
|
"}"
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
/* -------------------------------------------------------------------------
|
|
// Normal map shader
|
|
// - compute normals from heightmap
|
|
------------------------------------------------------------------------- */
|
|
|
|
'normalmap': {
|
|
|
|
uniforms: {
|
|
|
|
"heightMap" : { type: "t", value: 0, texture: null },
|
|
"resolution": { type: "v2", value: new THREE.Vector2( 512, 512 ) },
|
|
"scale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
|
|
"height" : { type: "f", value: 0.05 }
|
|
|
|
},
|
|
|
|
vertexShader: [
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vUv = uv;",
|
|
|
|
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n"),
|
|
|
|
fragmentShader: [
|
|
|
|
"uniform float height;",
|
|
"uniform vec2 resolution;",
|
|
"uniform sampler2D heightMap;",
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"float val = texture2D( heightMap, vUv ).x;",
|
|
|
|
"float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;",
|
|
"float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;",
|
|
|
|
"gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
/* -------------------------------------------------------------------------
|
|
// Screen-space ambient occlusion shader
|
|
// - ported from
|
|
// SSAO GLSL shader v1.2
|
|
// assembled by Martins Upitis (martinsh) (http://devlog-martinsh.blogspot.com)
|
|
// original technique is made by ArKano22 (http://www.gamedev.net/topic/550699-ssao-no-halo-artifacts/)
|
|
// - modifications
|
|
// - modified to use RGBA packed depth texture (use clear color 1,1,1,1 for depth pass)
|
|
// - made fog more compatible with three.js linear fog
|
|
// - refactoring and optimizations
|
|
------------------------------------------------------------------------- */
|
|
|
|
'ssao': {
|
|
|
|
uniforms: {
|
|
|
|
"tDiffuse": { type: "t", value: 0, texture: null },
|
|
"tDepth": { type: "t", value: 1, texture: null },
|
|
"size": { type: "v2", value: new THREE.Vector2( 512, 512 ) },
|
|
"cameraNear": { type: "f", value: 1 },
|
|
"cameraFar": { type: "f", value: 100 },
|
|
"fogNear": { type: "f", value: 5 },
|
|
"fogFar": { type: "f", value: 100 },
|
|
"fogEnabled": { type: "i", value: 0 },
|
|
"onlyAO": { type: "i", value: 0 },
|
|
"aoClamp": { type: "f", value: 0.3 },
|
|
"lumInfluence": { type: "f", value: 0.9 }
|
|
|
|
},
|
|
|
|
vertexShader: [
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vUv = uv;",
|
|
|
|
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n"),
|
|
|
|
fragmentShader: [
|
|
|
|
"uniform float cameraNear;",
|
|
"uniform float cameraFar;",
|
|
|
|
"uniform float fogNear;",
|
|
"uniform float fogFar;",
|
|
|
|
"uniform bool fogEnabled;", // attenuate AO with linear fog
|
|
"uniform bool onlyAO;", // use only ambient occlusion pass?
|
|
|
|
"uniform vec2 size;", // texture width, height
|
|
"uniform float aoClamp;", // depth clamp - reduces haloing at screen edges
|
|
|
|
"uniform float lumInfluence;", // how much luminance affects occlusion
|
|
|
|
"uniform sampler2D tDiffuse;",
|
|
"uniform sampler2D tDepth;",
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
//"#define PI 3.14159265",
|
|
"#define DL 2.399963229728653", // PI * ( 3.0 - sqrt( 5.0 ) )
|
|
"#define EULER 2.718281828459045",
|
|
|
|
// helpers
|
|
|
|
"float width = size.x;", // texture width
|
|
"float height = size.y;", // texture height
|
|
|
|
"float cameraFarPlusNear = cameraFar + cameraNear;",
|
|
"float cameraFarMinusNear = cameraFar - cameraNear;",
|
|
"float cameraCoef = 2.0 * cameraNear;",
|
|
|
|
// user variables
|
|
|
|
"const int samples = 8;", // ao sample count
|
|
"const float radius = 5.0;", // ao radius
|
|
|
|
"const bool useNoise = true;", // use noise instead of pattern for sample dithering
|
|
"const float noiseAmount = 0.0003;", // dithering amount
|
|
|
|
"const float diffArea = 0.4;", // self-shadowing reduction
|
|
"const float gDisplace = 0.4;", // gauss bell center
|
|
|
|
"const vec3 onlyAOColor = vec3( 1.0, 0.7, 0.5 );",
|
|
//"const vec3 onlyAOColor = vec3( 1.0, 1.0, 1.0 );",
|
|
|
|
|
|
// RGBA depth
|
|
|
|
"float unpackDepth( const in vec4 rgba_depth ) {",
|
|
|
|
"const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
|
|
"float depth = dot( rgba_depth, bit_shift );",
|
|
"return depth;",
|
|
|
|
"}",
|
|
|
|
// generating noise / pattern texture for dithering
|
|
|
|
"vec2 rand( const vec2 coord ) {",
|
|
|
|
"vec2 noise;",
|
|
|
|
"if ( useNoise ) {",
|
|
|
|
"float nx = dot ( coord, vec2( 12.9898, 78.233 ) );",
|
|
"float ny = dot ( coord, vec2( 12.9898, 78.233 ) * 2.0 );",
|
|
|
|
"noise = clamp( fract ( 43758.5453 * sin( vec2( nx, ny ) ) ), 0.0, 1.0 );",
|
|
|
|
"} else {",
|
|
|
|
"float ff = fract( 1.0 - coord.s * ( width / 2.0 ) );",
|
|
"float gg = fract( coord.t * ( height / 2.0 ) );",
|
|
|
|
"noise = vec2( 0.25, 0.75 ) * vec2( ff ) + vec2( 0.75, 0.25 ) * gg;",
|
|
|
|
"}",
|
|
|
|
"return ( noise * 2.0 - 1.0 ) * noiseAmount;",
|
|
|
|
"}",
|
|
|
|
"float doFog() {",
|
|
|
|
"float zdepth = unpackDepth( texture2D( tDepth, vUv ) );",
|
|
"float depth = -cameraFar * cameraNear / ( zdepth * cameraFarMinusNear - cameraFar );",
|
|
|
|
"return smoothstep( fogNear, fogFar, depth );",
|
|
|
|
"}",
|
|
|
|
"float readDepth( const in vec2 coord ) {",
|
|
|
|
//"return ( 2.0 * cameraNear ) / ( cameraFar + cameraNear - unpackDepth( texture2D( tDepth, coord ) ) * ( cameraFar - cameraNear ) );",
|
|
"return cameraCoef / ( cameraFarPlusNear - unpackDepth( texture2D( tDepth, coord ) ) * cameraFarMinusNear );",
|
|
|
|
|
|
"}",
|
|
|
|
"float compareDepths( const in float depth1, const in float depth2, inout int far ) {",
|
|
|
|
"float garea = 2.0;", // gauss bell width
|
|
"float diff = ( depth1 - depth2 ) * 100.0;", // depth difference (0-100)
|
|
|
|
// reduce left bell width to avoid self-shadowing
|
|
|
|
"if ( diff < gDisplace ) {",
|
|
|
|
"garea = diffArea;",
|
|
|
|
"} else {",
|
|
|
|
"far = 1;",
|
|
|
|
"}",
|
|
|
|
"float dd = diff - gDisplace;",
|
|
"float gauss = pow( EULER, -2.0 * dd * dd / ( garea * garea ) );",
|
|
"return gauss;",
|
|
|
|
"}",
|
|
|
|
"float calcAO( float depth, float dw, float dh ) {",
|
|
|
|
"float dd = radius - depth * radius;",
|
|
"vec2 vv = vec2( dw, dh );",
|
|
|
|
"vec2 coord1 = vUv + dd * vv;",
|
|
"vec2 coord2 = vUv - dd * vv;",
|
|
|
|
"float temp1 = 0.0;",
|
|
"float temp2 = 0.0;",
|
|
|
|
"int far = 0;",
|
|
"temp1 = compareDepths( depth, readDepth( coord1 ), far );",
|
|
|
|
// DEPTH EXTRAPOLATION
|
|
|
|
"if ( far > 0 ) {",
|
|
|
|
"temp2 = compareDepths( readDepth( coord2 ), depth, far );",
|
|
"temp1 += ( 1.0 - temp1 ) * temp2;",
|
|
|
|
"}",
|
|
|
|
"return temp1;",
|
|
|
|
"}",
|
|
|
|
"void main() {",
|
|
|
|
"vec2 noise = rand( vUv );",
|
|
"float depth = readDepth( vUv );",
|
|
|
|
"float tt = clamp( depth, aoClamp, 1.0 );",
|
|
|
|
"float w = ( 1.0 / width ) / tt + ( noise.x * ( 1.0 - noise.x ) );",
|
|
"float h = ( 1.0 / height ) / tt + ( noise.y * ( 1.0 - noise.y ) );",
|
|
|
|
"float pw;",
|
|
"float ph;",
|
|
|
|
"float ao;",
|
|
|
|
"float dz = 1.0 / float( samples );",
|
|
"float z = 1.0 - dz / 2.0;",
|
|
"float l = 0.0;",
|
|
|
|
"for ( int i = 0; i <= samples; i ++ ) {",
|
|
|
|
"float r = sqrt( 1.0 - z );",
|
|
|
|
"pw = cos( l ) * r;",
|
|
"ph = sin( l ) * r;",
|
|
"ao += calcAO( depth, pw * w, ph * h );",
|
|
"z = z - dz;",
|
|
"l = l + DL;",
|
|
|
|
"}",
|
|
|
|
"ao /= float( samples );",
|
|
"ao = 1.0 - ao;",
|
|
|
|
"if ( fogEnabled ) {",
|
|
|
|
"ao = mix( ao, 1.0, doFog() );",
|
|
|
|
"}",
|
|
|
|
"vec3 color = texture2D( tDiffuse, vUv ).rgb;",
|
|
|
|
"vec3 lumcoeff = vec3( 0.299, 0.587, 0.114 );",
|
|
"float lum = dot( color.rgb, lumcoeff );",
|
|
"vec3 luminance = vec3( lum );",
|
|
|
|
"vec3 final = vec3( color * mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) );", // mix( color * ao, white, luminance )
|
|
|
|
"if ( onlyAO ) {",
|
|
|
|
"final = onlyAOColor * vec3( mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) );", // ambient occlusion only
|
|
|
|
"}",
|
|
|
|
"gl_FragColor = vec4( final, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
/* -------------------------------------------------------------------------
|
|
// Colorify shader
|
|
------------------------------------------------------------------------- */
|
|
|
|
'colorify': {
|
|
|
|
uniforms: {
|
|
|
|
tDiffuse: { type: "t", value: 0, texture: null },
|
|
color: { type: "c", value: new THREE.Color( 0xffffff ) }
|
|
|
|
},
|
|
|
|
vertexShader: [
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vUv = uv;",
|
|
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n"),
|
|
|
|
fragmentShader: [
|
|
|
|
"uniform vec3 color;",
|
|
"uniform sampler2D tDiffuse;",
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vec4 texel = texture2D( tDiffuse, vUv );",
|
|
|
|
"vec3 luma = vec3( 0.299, 0.587, 0.114 );",
|
|
"float v = dot( texel.xyz, luma );",
|
|
|
|
"gl_FragColor = vec4( v * color, texel.w );",
|
|
|
|
"}"
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
/* -------------------------------------------------------------------------
|
|
// Unpack RGBA depth shader
|
|
// - show RGBA encoded depth as monochrome color
|
|
------------------------------------------------------------------------- */
|
|
|
|
'unpackDepthRGBA': {
|
|
|
|
uniforms: {
|
|
|
|
tDiffuse: { type: "t", value: 0, texture: null },
|
|
opacity: { 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 opacity;",
|
|
|
|
"uniform sampler2D tDiffuse;",
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
// RGBA depth
|
|
|
|
"float unpackDepth( const in vec4 rgba_depth ) {",
|
|
|
|
"const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
|
|
"float depth = dot( rgba_depth, bit_shift );",
|
|
"return depth;",
|
|
|
|
"}",
|
|
|
|
"void main() {",
|
|
|
|
"float depth = 1.0 - unpackDepth( texture2D( tDiffuse, vUv ) );",
|
|
"gl_FragColor = opacity * vec4( vec3( depth ), 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
// METHODS
|
|
|
|
buildKernel: function( sigma ) {
|
|
|
|
// We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
|
|
|
|
function gauss( x, sigma ) {
|
|
|
|
return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
|
|
|
|
}
|
|
|
|
var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
|
|
|
|
if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
|
|
halfWidth = ( kernelSize - 1 ) * 0.5;
|
|
|
|
values = new Array( kernelSize );
|
|
sum = 0.0;
|
|
for ( i = 0; i < kernelSize; ++i ) {
|
|
|
|
values[ i ] = gauss( i - halfWidth, sigma );
|
|
sum += values[ i ];
|
|
|
|
}
|
|
|
|
// normalize the kernel
|
|
|
|
for ( i = 0; i < kernelSize; ++i ) values[ i ] /= sum;
|
|
|
|
return values;
|
|
|
|
}
|
|
|
|
};
|