| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172 | import {	Vector2} from '../../../build/three.module.js';/** * 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 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;		}`};export { TriangleBlurShader };
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