| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687 | /** * 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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