|
@@ -24,8 +24,8 @@ THREE.FocusShader = {
|
|
|
|
|
|
"void main() {",
|
|
|
|
|
|
- "vUv = uv;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+ " vUv = uv;",
|
|
|
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
|
|
"}"
|
|
|
|
|
@@ -44,45 +44,45 @@ THREE.FocusShader = {
|
|
|
|
|
|
"void main() {",
|
|
|
|
|
|
- "vec4 color, org, tmp, add;",
|
|
|
- "float sample_dist, f;",
|
|
|
- "vec2 vin;",
|
|
|
- "vec2 uv = vUv;",
|
|
|
+ " vec4 color, org, tmp, add;",
|
|
|
+ " float sample_dist, f;",
|
|
|
+ " vec2 vin;",
|
|
|
+ " vec2 uv = vUv;",
|
|
|
|
|
|
- "add = color = org = texture2D( tDiffuse, uv );",
|
|
|
+ " add = color = org = texture2D( tDiffuse, uv );",
|
|
|
|
|
|
- "vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );",
|
|
|
- "sample_dist = dot( vin, vin ) * 2.0;",
|
|
|
+ " vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );",
|
|
|
+ " sample_dist = dot( vin, vin ) * 2.0;",
|
|
|
|
|
|
- "f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;",
|
|
|
+ " f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;",
|
|
|
|
|
|
- "vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );",
|
|
|
+ " 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( 0.111964, 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( 0.846724, 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( 0.943883, -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( 0.330279, -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( -0.532032, -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( -0.993712, -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;",
|
|
|
+ " 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 ) );",
|
|
|
+ " 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 );",
|
|
|
+ " gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );",
|
|
|
|
|
|
"}"
|
|
|
|