dotScreenShader top-level property
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')
};