File: //var/www/aspa/three/addons/shaders/VignetteShader.js
/**
 * Vignette shader
 * based on PaintEffect postprocess from ro.me
 * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
 */
const VignetteShader = {
	name: 'VignetteShader',
	uniforms: {
		'tDiffuse': { value: null },
		'offset': { value: 1.0 },
		'darkness': { value: 1.0 }
	},
	vertexShader: /* glsl */`
		varying vec2 vUv;
		void main() {
			vUv = uv;
			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
		}`,
	fragmentShader: /* glsl */`
		uniform float offset;
		uniform float darkness;
		uniform sampler2D tDiffuse;
		varying vec2 vUv;
		void main() {
			// Eskil's vignette
			vec4 texel = texture2D( tDiffuse, vUv );
			vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );
			gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );
		}`
};
export { VignetteShader };