| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798 | ( function () {	/** * 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 );		}`	};	THREE.FocusShader = FocusShader;} )();
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