313 lines
8.4 KiB
JavaScript
313 lines
8.4 KiB
JavaScript
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/**
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* RGB Halftone shader for three.js.
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* NOTE:
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* Shape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)
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* Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)
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*/
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const HalftoneShader = {
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name: 'HalftoneShader',
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uniforms: {
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'tDiffuse': { value: null },
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'shape': { value: 1 },
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'radius': { value: 4 },
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'rotateR': { value: Math.PI / 12 * 1 },
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'rotateG': { value: Math.PI / 12 * 2 },
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'rotateB': { value: Math.PI / 12 * 3 },
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'scatter': { value: 0 },
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'width': { value: 1 },
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'height': { value: 1 },
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'blending': { value: 1 },
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'blendingMode': { value: 1 },
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'greyscale': { value: false },
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'disable': { value: false }
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},
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vertexShader: /* glsl */`
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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: /* glsl */`
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#define SQRT2_MINUS_ONE 0.41421356
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#define SQRT2_HALF_MINUS_ONE 0.20710678
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#define PI2 6.28318531
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#define SHAPE_DOT 1
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#define SHAPE_ELLIPSE 2
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#define SHAPE_LINE 3
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#define SHAPE_SQUARE 4
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#define BLENDING_LINEAR 1
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#define BLENDING_MULTIPLY 2
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#define BLENDING_ADD 3
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#define BLENDING_LIGHTER 4
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#define BLENDING_DARKER 5
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uniform sampler2D tDiffuse;
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uniform float radius;
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uniform float rotateR;
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uniform float rotateG;
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uniform float rotateB;
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uniform float scatter;
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uniform float width;
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uniform float height;
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uniform int shape;
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uniform bool disable;
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uniform float blending;
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uniform int blendingMode;
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varying vec2 vUV;
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uniform bool greyscale;
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const int samples = 8;
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float blend( float a, float b, float t ) {
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// linear blend
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return a * ( 1.0 - t ) + b * t;
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}
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float hypot( float x, float y ) {
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// vector magnitude
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return sqrt( x * x + y * y );
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}
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float rand( vec2 seed ){
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// get pseudo-random number
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return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );
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}
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float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {
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// apply shape-specific transforms
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float dist = hypot( coord.x - p.x, coord.y - p.y );
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float rad = channel;
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if ( shape == SHAPE_DOT ) {
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rad = pow( abs( rad ), 1.125 ) * rad_max;
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} else if ( shape == SHAPE_ELLIPSE ) {
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rad = pow( abs( rad ), 1.125 ) * rad_max;
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if ( dist != 0.0 ) {
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float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );
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dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;
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}
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} else if ( shape == SHAPE_LINE ) {
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rad = pow( abs( rad ), 1.5) * rad_max;
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float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;
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dist = hypot( normal.x * dot_p, normal.y * dot_p );
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} else if ( shape == SHAPE_SQUARE ) {
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float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;
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float sin_t = abs( sin( theta ) );
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float cos_t = abs( cos( theta ) );
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rad = pow( abs( rad ), 1.4 );
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rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );
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}
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return rad - dist;
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}
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struct Cell {
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// grid sample positions
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vec2 normal;
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vec2 p1;
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vec2 p2;
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vec2 p3;
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vec2 p4;
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float samp2;
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float samp1;
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float samp3;
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float samp4;
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};
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vec4 getSample( vec2 point ) {
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// multi-sampled point
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vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );
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float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;
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float step = PI2 / float( samples );
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float dist = radius * 0.66;
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for ( int i = 0; i < samples; ++i ) {
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float r = base + step * float( i );
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vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );
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tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );
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}
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tex /= float( samples ) + 1.0;
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return tex;
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}
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float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {
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// get colour for given point
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float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;
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if ( channel == 0 ) {
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c.samp1 = getSample( c.p1 ).r;
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c.samp2 = getSample( c.p2 ).r;
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c.samp3 = getSample( c.p3 ).r;
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c.samp4 = getSample( c.p4 ).r;
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} else if (channel == 1) {
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c.samp1 = getSample( c.p1 ).g;
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c.samp2 = getSample( c.p2 ).g;
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c.samp3 = getSample( c.p3 ).g;
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c.samp4 = getSample( c.p4 ).g;
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} else {
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c.samp1 = getSample( c.p1 ).b;
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c.samp3 = getSample( c.p3 ).b;
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c.samp2 = getSample( c.p2 ).b;
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c.samp4 = getSample( c.p4 ).b;
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}
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dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );
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dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );
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dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );
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dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );
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res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;
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res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;
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res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;
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res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;
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res = clamp( res, 0.0, 1.0 );
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return res;
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}
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Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {
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// get containing cell
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Cell c;
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// calc grid
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vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );
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float threshold = step * 0.5;
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float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );
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float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );
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vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );
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float offset_normal = mod( hypot( offset.x, offset.y ), step );
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float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;
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float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;
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float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );
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float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;
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float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;
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// get closest corner
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c.normal = n;
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c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;
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c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;
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// scatter
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if ( scatter != 0.0 ) {
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float off_mag = scatter * threshold * 0.5;
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float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;
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c.p1.x += cos( off_angle ) * off_mag;
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c.p1.y += sin( off_angle ) * off_mag;
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}
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// find corners
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float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );
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float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );
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c.p2.x = c.p1.x - n.x * normal_step;
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c.p2.y = c.p1.y - n.y * normal_step;
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c.p3.x = c.p1.x + n.y * line_step;
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c.p3.y = c.p1.y - n.x * line_step;
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c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;
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c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;
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return c;
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}
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float blendColour( float a, float b, float t ) {
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// blend colours
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if ( blendingMode == BLENDING_LINEAR ) {
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return blend( a, b, 1.0 - t );
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} else if ( blendingMode == BLENDING_ADD ) {
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return blend( a, min( 1.0, a + b ), t );
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} else if ( blendingMode == BLENDING_MULTIPLY ) {
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return blend( a, max( 0.0, a * b ), t );
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} else if ( blendingMode == BLENDING_LIGHTER ) {
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return blend( a, max( a, b ), t );
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} else if ( blendingMode == BLENDING_DARKER ) {
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return blend( a, min( a, b ), t );
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} else {
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return blend( a, b, 1.0 - t );
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}
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}
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void main() {
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if ( ! disable ) {
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// setup
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vec2 p = vec2( vUV.x * width, vUV.y * height );
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vec2 origin = vec2( 0, 0 );
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float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;
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// get channel samples
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Cell cell_r = getReferenceCell( p, origin, rotateR, radius );
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Cell cell_g = getReferenceCell( p, origin, rotateG, radius );
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Cell cell_b = getReferenceCell( p, origin, rotateB, radius );
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float r = getDotColour( cell_r, p, 0, rotateR, aa );
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float g = getDotColour( cell_g, p, 1, rotateG, aa );
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float b = getDotColour( cell_b, p, 2, rotateB, aa );
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// blend with original
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vec4 colour = texture2D( tDiffuse, vUV );
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r = blendColour( r, colour.r, blending );
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g = blendColour( g, colour.g, blending );
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b = blendColour( b, colour.b, blending );
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if ( greyscale ) {
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r = g = b = (r + b + g) / 3.0;
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}
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gl_FragColor = vec4( r, g, b, 1.0 );
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} else {
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gl_FragColor = texture2D( tDiffuse, vUV );
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}
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}`
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};
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export { HalftoneShader };
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