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jeanlescure revised this gist
Aug 24, 2015 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -53,7 +53,7 @@ THREE.TransformationShader = { "vec4(0.0,0.0,0.0,1.0));", "mat4 rZPos = mat4(vec4(cos(rotationZ),-sin(rotationZ),0.0,0.0),", "vec4(sin(rotationZ),cos(rotationZ),0.0,0.0),", "vec4(0.0,0.0,1.0,0.0),", "vec4(0.0,0.0,0.0,1.0));", -
jeanlescure revised this gist
Aug 17, 2015 . 1 changed file with 1 addition and 1 deletion.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,6 +1,6 @@ THREE.TransformationShader = { defines: {}, uniforms: { "tDiffuse": { type: "t", value: texture }, "opacity": { type: "f", value: 1.0 }, -
jeanlescure revised this gist
Aug 6, 2015 . 1 changed file with 2 additions and 2 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,4 +1,4 @@ THREE.TransformationShader = { defines: {}, uniforms: { @@ -87,4 +87,4 @@ THREE.TransformationShader = ( { "}" ].join("\n") }; -
jeanlescure created this gist
Aug 6, 2015 .There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,90 @@ THREE.TransformationShader = ( { defines: {}, uniforms: { "tDiffuse": { type: "t", value: texture }, "opacity": { type: "f", value: 1.0 }, "translationX": { type: "f", value: 1.0 }, "translationY": { type: "f", value: 1.0 }, "translationZ": { type: "f", value: 1.0 }, "scaleX": { type: "f", value: 1.0 }, "scaleY": { type: "f", value: 1.0 }, "scaleZ": { type: "f", value: 1.0 }, "rotationX": { type: "f", value: 0.75 }, "rotationY": { type: "f", value: 0.75 }, "rotationZ": { type: "f", value: 0.75 } }, vertexShader: [ "uniform float translationX;", "uniform float translationY;", "uniform float translationZ;", "uniform float scaleX;", "uniform float scaleY;", "uniform float scaleZ;", "uniform float rotationX;", "uniform float rotationY;", "uniform float rotationZ;", "varying vec2 vUv;", "varying mat4 vPosition;", "void main() {", "vUv = uv;", // Translate "mat4 tPos = mat4(vec4(1.0,0.0,0.0,0.0),", "vec4(0.0,1.0,0.0,0.0),", "vec4(0.0,0.0,1.0,0.0),", "vec4(translationX,translationY,translationZ,1.0));", // Rotate "mat4 rXPos = mat4(vec4(1.0,0.0,0.0,0.0),", "vec4(0.0,cos(rotationX),-sin(rotationX),0.0),", "vec4(0.0,sin(rotationX),cos(rotationX),0.0),", "vec4(0.0,0.0,0.0,1.0));", "mat4 rYPos = mat4(vec4(cos(rotationY),0.0,sin(rotationY),0.0),", "vec4(0.0,1.0,0.0,0.0),", "vec4(-sin(rotationY),0.0,cos(rotationY),0.0),", "vec4(0.0,0.0,0.0,1.0));", "mat4 rZPos = mat4(vec4(cos(rotationZ),-sin(rotationZ),0.0,0.0),", "vec4(sin(rotationY),cos(rotationZ),0.0,0.0),", "vec4(0.0,0.0,1.0,0.0),", "vec4(0.0,0.0,0.0,1.0));", // Scale "mat4 sPos = mat4(vec4(scaleX,0.0,0.0,0.0),", "vec4(0.0,scaleY,0.0,0.0),", "vec4(0.0,0.0,scaleZ,0.0),", "vec4(0.0,0.0,0.0,1.0));", "vPosition = tPos * rXPos * rZPos * rYPos * sPos;", "gl_Position = projectionMatrix * modelViewMatrix * vPosition * vec4(position,1.0);", "}" ].join("\n"), fragmentShader: [ "uniform float opacity;", "uniform sampler2D tDiffuse;", "varying vec2 vUv;", "void main() {", "vec4 texel = texture2D( tDiffuse, vUv );", "gl_FragColor = opacity * texel;", "}" ].join("\n") });