/**
 * @author alteredq / http://alteredqualia.com/
 *
 * Dot screen shader
 * based on glfx.js sepia shader
 * https://github.com/evanw/glfx.js
 */

THREE.DotScreenRGBShader = {

	uniforms: {

		"tDiffuse": { type: "t", value: null },
		"tSize":    { type: "v2", value: new THREE.Vector2( 256, 256 ) },
		"center":   { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
		"angle":    { type: "f", value: 1.57 },
		"scale":    { type: "f", value: 1.0 }

	},

	vertexShader: [

		"varying vec2 vUv;",

		"void main() {",

			"vUv = uv;",
			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

		"}"

	].join("\n"),

	fragmentShader: [

		"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 b = color.b * 10.0 - 5.0 + pattern();",

			"gl_FragColor = vec4( r, g, b, color.a );",

		"}"

	].join("\n")

};

			"float r = color.r * 10.0 - 5.0 + pattern();",
			"float g = color.g * 10.0 - 5.0 + pattern();",