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							- import {
 
- 	Vector2
 
- } from '../../../build/three.module.js';
 
- /**
 
-  * Convolution shader
 
-  * ported from o3d sample to WebGL / GLSL
 
-  * http://o3d.googlecode.com/svn/trunk/samples/convolution.html
 
-  */
 
- const ConvolutionShader = {
 
- 	defines: {
 
- 		'KERNEL_SIZE_FLOAT': '25.0',
 
- 		'KERNEL_SIZE_INT': '25'
 
- 	},
 
- 	uniforms: {
 
- 		'tDiffuse': { value: null },
 
- 		'uImageIncrement': { value: new Vector2( 0.001953125, 0.0 ) },
 
- 		'cKernel': { value: [] }
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		uniform vec2 uImageIncrement;
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 	fragmentShader: /* glsl */`
 
- 		uniform float cKernel[ KERNEL_SIZE_INT ];
 
- 		uniform sampler2D tDiffuse;
 
- 		uniform vec2 uImageIncrement;
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vec2 imageCoord = vUv;
 
- 			vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );
 
- 			for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {
 
- 				sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];
 
- 				imageCoord += uImageIncrement;
 
- 			}
 
- 			gl_FragColor = sum;
 
- 		}`,
 
- 	buildKernel: function ( sigma ) {
 
- 		// We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
 
- 		const kMaxKernelSize = 25;
 
- 		let kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
 
- 		if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
 
- 		const halfWidth = ( kernelSize - 1 ) * 0.5;
 
- 		const values = new Array( kernelSize );
 
- 		let sum = 0.0;
 
- 		for ( let i = 0; i < kernelSize; ++ i ) {
 
- 			values[ i ] = gauss( i - halfWidth, sigma );
 
- 			sum += values[ i ];
 
- 		}
 
- 		// normalize the kernel
 
- 		for ( let i = 0; i < kernelSize; ++ i ) values[ i ] /= sum;
 
- 		return values;
 
- 	}
 
- };
 
- function gauss( x, sigma ) {
 
- 	return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
 
- }
 
- export { ConvolutionShader };
 
 
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