Spaces:
Running
Running
File size: 1,323 Bytes
6cd9596 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 |
/**
* @author zz85 / http://www.lab4games.net/zz85/blog
*
* Triangle blur shader
* based on glfx.js triangle blur shader
* https://github.com/evanw/glfx.js
*
* A basic blur filter, which convolves the image with a
* pyramid filter. The pyramid filter is separable and is applied as two
* perpendicular triangle filters.
*/
THREE.TriangleBlurShader = {
uniforms : {
"texture": { value: null },
"delta": { value: new THREE.Vector2( 1, 1 ) }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"#include <common>",
"#define ITERATIONS 10.0",
"uniform sampler2D texture;",
"uniform vec2 delta;",
"varying vec2 vUv;",
"void main() {",
"vec4 color = vec4( 0.0 );",
"float total = 0.0;",
// randomize the lookup values to hide the fixed number of samples
"float offset = rand( vUv );",
"for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {",
"float percent = ( t + offset - 0.5 ) / ITERATIONS;",
"float weight = 1.0 - abs( percent );",
"color += texture2D( texture, vUv + delta * percent ) * weight;",
"total += weight;",
"}",
"gl_FragColor = color / total;",
"}"
].join( "\n" )
};
|