dev #84

Merged
ksenia_mikhailova merged 141 commits from dev into main 2024-10-03 15:30:24 +03:00
1 changed files with 3 additions and 10 deletions
Showing only changes of commit 1dce9e7ea9 - Show all commits

View File

@ -92,27 +92,20 @@ export const set_material = (scene: any, color: any, pattern: { pattern: pattern
// Изменяем фрагментный шейдер // Изменяем фрагментный шейдер
shader.fragmentShader = ` shader.fragmentShader = `
varying vec2 vPosition;
float random(float p) { float random(float p) {
return fract(sin(p) * 10000.0); return fract(sin(p) * 10000.0);
} }
float noise(vec2 p) { float noise(vec2 p) {
return random(p.x + p.y * 10000.0); return random((p.x + p.y) * 10000.0);
}
float stepNoise(vec2 p) {
return noise(floor(p));
} }
${shader.fragmentShader} ${shader.fragmentShader}
`.replace( `.replace(
`#include <dithering_fragment>`, `#include <dithering_fragment>`,
`#include <dithering_fragment> `#include <dithering_fragment>
vec2 p = vPosition * 10000.0; float noise_v = noise(gl_FragColor.rg);
float brightness = stepNoise(p); gl_FragColor.rgb += vec3(noise_v);
float lightingEffect = dot(vNormal, vec3(0.0, 0.0, 1.0));
gl_FragColor.rgb *= vec3(brightness) * lightingEffect;
` `
); );
}; };