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- /**
- * Focus 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 FocusShader = {
- uniforms: {
- 'tDiffuse': { value: null },
- 'screenWidth': { value: 1024 },
- 'screenHeight': { value: 1024 },
- 'sampleDistance': { value: 0.94 },
- 'waveFactor': { value: 0.00125 }
- },
- vertexShader: /* glsl */`
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader: /* glsl */`
- uniform float screenWidth;
- uniform float screenHeight;
- uniform float sampleDistance;
- uniform float waveFactor;
- uniform sampler2D tDiffuse;
- varying vec2 vUv;
- void main() {
- vec4 color, org, tmp, add;
- float sample_dist, f;
- vec2 vin;
- vec2 uv = vUv;
- add = color = org = texture2D( tDiffuse, uv );
- vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );
- sample_dist = dot( vin, vin ) * 2.0;
- f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;
- vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );
- add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );
- if( tmp.b < color.b ) color = tmp;
- add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );
- if( tmp.b < color.b ) color = tmp;
- add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );
- if( tmp.b < color.b ) color = tmp;
- add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );
- if( tmp.b < color.b ) color = tmp;
- add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );
- if( tmp.b < color.b ) color = tmp;
- add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );
- if( tmp.b < color.b ) color = tmp;
- add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );
- if( tmp.b < color.b ) color = tmp;
- color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );
- color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );
- gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );
- }`
- };
- export { FocusShader };
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