1 | /**
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2 | * @author mikael emtinger / http://gomo.se/
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3 | */
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4 |
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5 | THREE.ShaderFlares = {
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6 |
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7 | 'lensFlareVertexTexture': {
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8 |
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9 | vertexShader: [
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10 |
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11 | "uniform lowp int renderType;",
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12 |
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13 | "uniform vec3 screenPosition;",
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14 | "uniform vec2 scale;",
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15 | "uniform float rotation;",
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16 |
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17 | "uniform sampler2D occlusionMap;",
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18 |
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19 | "attribute vec2 position;",
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20 | "attribute vec2 uv;",
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21 |
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22 | "varying vec2 vUV;",
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23 | "varying float vVisibility;",
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24 |
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25 | "void main() {",
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26 |
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27 | "vUV = uv;",
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28 |
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29 | "vec2 pos = position;",
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30 |
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31 | "if( renderType == 2 ) {",
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32 |
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33 | "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
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34 | "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
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35 | "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
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36 | "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
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37 | "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
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38 | "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
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39 | "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
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40 | "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
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41 | "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
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42 |
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43 | "vVisibility = visibility.r / 9.0;",
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44 | "vVisibility *= 1.0 - visibility.g / 9.0;",
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45 | "vVisibility *= visibility.b / 9.0;",
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46 | "vVisibility *= 1.0 - visibility.a / 9.0;",
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47 |
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48 | "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
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49 | "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
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50 |
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51 | "}",
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52 |
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53 | "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
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54 |
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55 | "}"
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56 |
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57 | ].join( "\n" ),
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58 |
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59 | fragmentShader: [
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60 |
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61 | "uniform lowp int renderType;",
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62 |
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63 | "uniform sampler2D map;",
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64 | "uniform float opacity;",
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65 | "uniform vec3 color;",
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66 |
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67 | "varying vec2 vUV;",
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68 | "varying float vVisibility;",
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69 |
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70 | "void main() {",
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71 |
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72 | // pink square
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73 |
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74 | "if( renderType == 0 ) {",
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75 |
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76 | "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
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77 |
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78 | // restore
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79 |
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80 | "} else if( renderType == 1 ) {",
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81 |
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82 | "gl_FragColor = texture2D( map, vUV );",
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83 |
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84 | // flare
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85 |
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86 | "} else {",
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87 |
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88 | "vec4 texture = texture2D( map, vUV );",
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89 | "texture.a *= opacity * vVisibility;",
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90 | "gl_FragColor = texture;",
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91 | "gl_FragColor.rgb *= color;",
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92 |
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93 | "}",
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94 |
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95 | "}"
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96 | ].join( "\n" )
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97 |
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98 | },
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99 |
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100 |
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101 | 'lensFlare': {
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102 |
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103 | vertexShader: [
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104 |
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105 | "uniform lowp int renderType;",
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106 |
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107 | "uniform vec3 screenPosition;",
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108 | "uniform vec2 scale;",
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109 | "uniform float rotation;",
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110 |
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111 | "attribute vec2 position;",
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112 | "attribute vec2 uv;",
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113 |
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114 | "varying vec2 vUV;",
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115 |
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116 | "void main() {",
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117 |
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118 | "vUV = uv;",
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119 |
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120 | "vec2 pos = position;",
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121 |
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122 | "if( renderType == 2 ) {",
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123 |
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124 | "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
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125 | "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
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126 |
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127 | "}",
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128 |
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129 | "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
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130 |
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131 | "}"
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132 |
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133 | ].join( "\n" ),
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134 |
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135 | fragmentShader: [
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136 |
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137 | "precision mediump float;",
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138 |
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139 | "uniform lowp int renderType;",
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140 |
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141 | "uniform sampler2D map;",
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142 | "uniform sampler2D occlusionMap;",
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143 | "uniform float opacity;",
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144 | "uniform vec3 color;",
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145 |
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146 | "varying vec2 vUV;",
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147 |
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148 | "void main() {",
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149 |
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150 | // pink square
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151 |
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152 | "if( renderType == 0 ) {",
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153 |
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154 | "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
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155 |
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156 | // restore
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157 |
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158 | "} else if( renderType == 1 ) {",
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159 |
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160 | "gl_FragColor = texture2D( map, vUV );",
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161 |
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162 | // flare
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163 |
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164 | "} else {",
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165 |
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166 | "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
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167 | "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
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168 | "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
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169 | "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
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170 | "visibility = ( 1.0 - visibility / 4.0 );",
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171 |
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172 | "vec4 texture = texture2D( map, vUV );",
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173 | "texture.a *= opacity * visibility;",
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174 | "gl_FragColor = texture;",
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175 | "gl_FragColor.rgb *= color;",
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176 |
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177 | "}",
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178 |
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179 | "}"
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180 |
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181 | ].join( "\n" )
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182 |
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183 | }
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184 |
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185 | };
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