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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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76 lines
1.2 KiB
76 lines
1.2 KiB
( function () { |
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/** |
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* Dot screen shader |
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* based on glfx.js sepia shader |
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* https://github.com/evanw/glfx.js |
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*/ |
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const DotScreenShader = { |
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uniforms: { |
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'tDiffuse': { |
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value: null |
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}, |
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'tSize': { |
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value: new THREE.Vector2( 256, 256 ) |
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}, |
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'center': { |
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value: new THREE.Vector2( 0.5, 0.5 ) |
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}, |
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'angle': { |
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value: 1.57 |
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}, |
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'scale': { |
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value: 1.0 |
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} |
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}, |
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vertexShader: |
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/* glsl */ |
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` |
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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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fragmentShader: |
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/* glsl */ |
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` |
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uniform vec2 center; |
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uniform float angle; |
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uniform float scale; |
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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; |
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vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale; |
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return ( sin( point.x ) * sin( point.y ) ) * 4.0; |
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} |
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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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}; |
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THREE.DotScreenShader = DotScreenShader; |
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} )();
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