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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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56 lines
939 B
56 lines
939 B
( function () { |
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/** |
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* Vignette shader |
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* based on PaintEffect postprocess from ro.me |
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* http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js |
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*/ |
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const VignetteShader = { |
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uniforms: { |
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'tDiffuse': { |
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value: null |
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}, |
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'offset': { |
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value: 1.0 |
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}, |
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'darkness': { |
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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 float offset; |
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uniform float darkness; |
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uniform sampler2D tDiffuse; |
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varying vec2 vUv; |
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void main() { |
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// Eskil's vignette |
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vec4 texel = texture2D( tDiffuse, vUv ); |
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vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset ); |
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gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a ); |
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}` |
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}; |
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THREE.VignetteShader = VignetteShader; |
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} )();
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