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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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59 lines
1.0 KiB
59 lines
1.0 KiB
( function () { |
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/** |
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* RGB Shift Shader |
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* Shifts red and blue channels from center in opposite directions |
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* Ported from http://kriss.cx/tom/2009/05/rgb-shift/ |
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* by Tom Butterworth / http://kriss.cx/tom/ |
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* |
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* amount: shift distance (1 is width of input) |
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* angle: shift angle in radians |
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*/ |
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const RGBShiftShader = { |
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uniforms: { |
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'tDiffuse': { |
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value: null |
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}, |
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'amount': { |
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value: 0.005 |
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}, |
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'angle': { |
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value: 0.0 |
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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 sampler2D tDiffuse; |
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uniform float amount; |
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uniform float angle; |
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varying vec2 vUv; |
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void main() { |
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vec2 offset = amount * vec2( cos(angle), sin(angle)); |
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vec4 cr = texture2D(tDiffuse, vUv + offset); |
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vec4 cga = texture2D(tDiffuse, vUv); |
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vec4 cb = texture2D(tDiffuse, vUv - offset); |
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gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a); |
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}` |
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}; |
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THREE.RGBShiftShader = RGBShiftShader; |
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} )();
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