dotScreenShader top-level property

Map<String, dynamic> dotScreenShader
getter/setter pair

Dot screen shader based on glfx.js sepia shader https://github.com/evanw/glfx.js

Implementation

Map<String, dynamic> dotScreenShader = {
  "uniforms": {
    'tDiffuse': {},
    'tSize': {"value": Vector2(256, 256)},
    'center': {"value": Vector2(0.5, 0.5)},
    'angle': {"value": 1.57},
    'scale': {"value": 1.0}
  },
  "vertexShader": [
    'varying vec2 vUv;',
    'void main() {',
    '	vUv = uv;',
    '	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
    '}'
  ].join('\n'),
  "fragmentShader": [
    'uniform vec2 center;',
    'uniform float angle;',
    'uniform float scale;',
    'uniform vec2 tSize;',
    'uniform sampler2D tDiffuse;',
    'varying vec2 vUv;',
    'float pattern() {',
    '	float s = sin( angle ), c = cos( angle );',
    '	vec2 tex = vUv * tSize - center;',
    '	vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;',
    '	return ( sin( point.x ) * sin( point.y ) ) * 4.0;',
    '}',
    'void main() {',
    '	vec4 color = texture2D( tDiffuse, vUv );',
    '	float average = ( color.r + color.g + color.b ) / 3.0;',
    '	gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );',
    '}'
  ].join('\n')
};