"use strict"; Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); const VignetteShader = { uniforms: { tDiffuse: { value: null }, offset: { value: 1 }, darkness: { value: 1 } }, vertexShader: ( /* glsl */ ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } ` ), fragmentShader: ( /* glsl */ ` uniform float offset; uniform float darkness; uniform sampler2D tDiffuse; varying vec2 vUv; void main() { // Eskils 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; */ } ` ) }; exports.VignetteShader = VignetteShader; //# sourceMappingURL=VignetteShader.cjs.map