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- ( function () {
- /**
- * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
- *
- * - 9 samples per pass
- * - standard deviation 2.7
- * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
- * - "r" parameter control where "focused" horizontal line lies
- */
- const VerticalTiltShiftShader = {
- uniforms: {
- 'tDiffuse': {
- value: null
- },
- 'v': {
- value: 1.0 / 512.0
- },
- 'r': {
- value: 0.35
- }
- },
- vertexShader:
- /* glsl */
- `
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader:
- /* glsl */
- `
- uniform sampler2D tDiffuse;
- uniform float v;
- uniform float r;
- varying vec2 vUv;
- void main() {
- vec4 sum = vec4( 0.0 );
- float vv = v * abs( r - vUv.y );
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;
- gl_FragColor = sum;
- }`
- };
- THREE.VerticalTiltShiftShader = VerticalTiltShiftShader;
- } )();
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