Files
La-Fabrik/src/shaders/NetShader.ts
T
2026-05-14 10:34:36 +02:00

63 lines
1.8 KiB
TypeScript

import { ShaderMaterial } from "three";
export const createNetShader = (): ShaderMaterial => {
return new ShaderMaterial({
transparent: true,
depthWrite: false,
uniforms: {
uTime: { value: 0 },
uGridScale: { value: 11.3 },
uPincushionStrength: { value: 0.4 },
uBloomIntensity: { value: 0.8 },
uGridThickness: { value: 0.05 },
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform float uTime;
uniform float uGridScale;
uniform float uPincushionStrength;
uniform float uBloomIntensity;
uniform float uGridThickness;
varying vec2 vUv;
vec2 applyPincushion(vec2 uv, float strength) {
vec2 center = uv - 0.5;
float dist = length(center);
float distortion = 1.0 + dist * dist * strength;
return center * distortion + 0.5;
}
float grid(vec2 uv, float scale, float thickness) {
vec2 gridUV = fract(uv * scale);
float edgeX = step(gridUV.x, thickness) + step(1.0 - thickness, gridUV.x);
float edgeY = step(gridUV.y, thickness) + step(1.0 - thickness, gridUV.y);
float line = min(edgeX + edgeY, 1.0);
return line;
}
void main() {
vec2 uv = applyPincushion(vUv, uPincushionStrength);
float gridPattern = grid(uv, uGridScale, uGridThickness);
vec3 gridColor = vec3(1.0, 0.8, 0.2);
float bloom = gridPattern * uBloomIntensity;
vec3 col = gridColor * (0.3 + bloom);
gl_FragColor = vec4(col, gridPattern * 0.95);
}
`,
});
};