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							- ( function () {
 
- 	/**
 
-  * Triangle blur shader
 
-  * based on glfx.js triangle blur shader
 
-  * https://github.com/evanw/glfx.js
 
-  *
 
-  * A basic blur filter, which convolves the image with a
 
-  * pyramid filter. The pyramid filter is separable and is applied as two
 
-  * perpendicular triangle filters.
 
-  */
 
- 	const TriangleBlurShader = {
 
- 		uniforms: {
 
- 			'texture': {
 
- 				value: null
 
- 			},
 
- 			'delta': {
 
- 				value: new THREE.Vector2( 1, 1 )
 
- 			}
 
- 		},
 
- 		vertexShader:
 
-   /* glsl */
 
-   `
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 		fragmentShader:
 
-   /* glsl */
 
-   `
 
- 		#include <common>
 
- 		#define ITERATIONS 10.0
 
- 		uniform sampler2D texture;
 
- 		uniform vec2 delta;
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vec4 color = vec4( 0.0 );
 
- 			float total = 0.0;
 
- 		// randomize the lookup values to hide the fixed number of samples
 
- 			float offset = rand( vUv );
 
- 			for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {
 
- 				float percent = ( t + offset - 0.5 ) / ITERATIONS;
 
- 				float weight = 1.0 - abs( percent );
 
- 				color += texture2D( texture, vUv + delta * percent ) * weight;
 
- 				total += weight;
 
- 			}
 
- 			gl_FragColor = color / total;
 
- 		}`
 
- 	};
 
- 	THREE.TriangleBlurShader = TriangleBlurShader;
 
- } )();
 
 
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