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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" ) | |
}; | |