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- ( function () {
- /**
- * Two pass Gaussian blur filter (horizontal and vertical blur shaders)
- * - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
- * and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
- *
- * - 9 samples per pass
- * - standard deviation 2.7
- * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
- */
- var HorizontalBlurShader = {
- uniforms: {
- 'tDiffuse': {
- value: null
- },
- 'h': {
- value: 1.0 / 512.0
- }
- },
- vertexShader:
- /* glsl */
- `
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader:
- /* glsl */
- `
- uniform sampler2D tDiffuse;
- uniform float h;
- varying vec2 vUv;
- void main() {
- vec4 sum = vec4( 0.0 );
- sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;
- sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;
- sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;
- sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
- sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;
- sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;
- sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;
- sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;
- gl_FragColor = sum;
- }`
- };
- THREE.HorizontalBlurShader = HorizontalBlurShader;
- } )();
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