"use strict"; Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); const THREE = require("three"); const DotScreenShader = { uniforms: { tDiffuse: { value: null }, tSize: { value: /* @__PURE__ */ new THREE.Vector2(256, 256) }, center: { value: /* @__PURE__ */ new THREE.Vector2(0.5, 0.5) }, angle: { value: 1.57 }, scale: { value: 1 } }, vertexShader: ( /* glsl */ ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } ` ), fragmentShader: ( /* glsl */ ` 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 ); } ` ) }; exports.DotScreenShader = DotScreenShader; //# sourceMappingURL=DotScreenShader.cjs.map