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/**
* @author zz85 / http://www.lab4games.net/zz85/blog
*
* 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"
*/
THREE.HorizontalBlurShader = {
uniforms: {
"tDiffuse": { value: null },
"h": { value: 1.0 / 512.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"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;",
"}"
].join( "\n" )
};
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