/** * @author alteredq / http://alteredqualia.com/ * @author zz85 / http://www.lab4games.net/zz85/blog * * ShaderExtras currently contains: * * screen * convolution * film * bokeh * sepia * dotscreen * vignette * bleachbypass * basic * dofmipmap * focus * triangleBlur * horizontalBlur * verticalBlur */ THREE.ShaderExtras = { /* ------------------------------------------------------------------------- // Full-screen textured quad shader ------------------------------------------------------------------------- */ 'screen': { uniforms: { tDiffuse: { type: "t", value: 0, texture: null }, opacity: { type: "f", value: 1.0 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = vec2( uv.x, 1.0 - uv.y );", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "uniform float opacity;", "uniform sampler2D tDiffuse;", "varying vec2 vUv;", "void main() {", "vec4 texel = texture2D( tDiffuse, vUv );", "gl_FragColor = opacity * texel;", "}" ].join("\n") }, /* ------------------------------------------------------------------------ // Convolution shader // - ported from o3d sample to WebGL / GLSL // http://o3d.googlecode.com/svn/trunk/samples/convolution.html ------------------------------------------------------------------------ */ 'convolution': { uniforms: { "tDiffuse" : { type: "t", value: 0, texture: null }, "uImageIncrement" : { type: "v2", value: new THREE.Vector2( 0.001953125, 0.0 ) }, "cKernel" : { type: "fv1", value: [] } }, vertexShader: [ //"#define KERNEL_SIZE 25.0", "uniform vec2 uImageIncrement;", "varying vec2 vUv;", "void main() {", "vUv = uv - ( ( KERNEL_SIZE - 1.0 ) / 2.0 ) * uImageIncrement;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ //"#define KERNEL_SIZE 25", "uniform float cKernel[ KERNEL_SIZE ];", "uniform sampler2D tDiffuse;", "uniform vec2 uImageIncrement;", "varying vec2 vUv;", "void main() {", "vec2 imageCoord = vUv;", "vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );", "for( int i = 0; i < KERNEL_SIZE; i ++ ) {", "sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];", "imageCoord += uImageIncrement;", "}", "gl_FragColor = sum;", "}" ].join("\n") }, /* ------------------------------------------------------------------------- // Film grain & scanlines shader // - ported from HLSL to WebGL / GLSL // http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html // Screen Space Static Postprocessor // // Produces an analogue noise overlay similar to a film grain / TV static // // Original implementation and noise algorithm // Pat 'Hawthorne' Shearon // // Optimized scanlines + noise version with intensity scaling // Georg 'Leviathan' Steinrohder // This version is provided under a Creative Commons Attribution 3.0 License // http://creativecommons.org/licenses/by/3.0/ ------------------------------------------------------------------------- */ 'film': { uniforms: { tDiffuse: { type: "t", value: 0, texture: null }, time: { type: "f", value: 0.0 }, nIntensity: { type: "f", value: 0.5 }, sIntensity: { type: "f", value: 0.05 }, sCount: { type: "f", value: 4096 }, grayscale: { type: "i", value: 1 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = vec2( uv.x, 1.0 - uv.y );", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ // control parameter "uniform float time;", "uniform bool grayscale;", // noise effect intensity value (0 = no effect, 1 = full effect) "uniform float nIntensity;", // scanlines effect intensity value (0 = no effect, 1 = full effect) "uniform float sIntensity;", // scanlines effect count value (0 = no effect, 4096 = full effect) "uniform float sCount;", "uniform sampler2D tDiffuse;", "varying vec2 vUv;", "void main() {", // sample the source "vec4 cTextureScreen = texture2D( tDiffuse, vUv );", // make some noise "float x = vUv.x * vUv.y * time * 1000.0;", "x = mod( x, 13.0 ) * mod( x, 123.0 );", "float dx = mod( x, 0.01 );", // add noise "vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );", // get us a sine and cosine "vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );", // add scanlines "cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;", // interpolate between source and result by intensity "cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );", // convert to grayscale if desired "if( grayscale ) {", "cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );", "}", "gl_FragColor = vec4( cResult, cTextureScreen.a );", "}" ].join("\n") }, /* ------------------------------------------------------------------------- // Depth-of-field shader with bokeh // ported from GLSL shader by Martins Upitis // http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html ------------------------------------------------------------------------- */ 'bokeh' : { uniforms: { tColor: { type: "t", value: 0, texture: null }, tDepth: { type: "t", value: 1, texture: null }, focus: { type: "f", value: 1.0 }, aspect: { type: "f", value: 1.0 }, aperture: { type: "f", value: 0.025 }, maxblur: { type: "f", value: 1.0 }, }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = vec2( uv.x, 1.0 - uv.y );", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "varying vec2 vUv;", "uniform sampler2D tColor;", "uniform sampler2D tDepth;", "uniform float maxblur;", // max blur amount "uniform float aperture;", // aperture - bigger values for shallower depth of field "uniform float focus;", "uniform float aspect;", "void main() {", "vec2 aspectcorrect = vec2( 1.0, aspect );", "vec4 depth1 = texture2D( tDepth, vUv );", "float factor = depth1.x - focus;", "vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );", "vec2 dofblur9 = dofblur * 0.9;", "vec2 dofblur7 = dofblur * 0.7;", "vec2 dofblur4 = dofblur * 0.4;", "vec4 col = vec4( 0.0 );", "col += texture2D( tColor, vUv.xy );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );", "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );", "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );", "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );", "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );", "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );", "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );", "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );", "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );", "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );", "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );", "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );", "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );", "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );", "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );", "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );", "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );", "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );", "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );", "gl_FragColor = col / 41.0;", "gl_FragColor.a = 1.0;", "}" ].join("\n") }, /* ------------------------------------------------------------------------- // Depth-of-field shader using mipmaps // - from Matt Handley @applmak // - requires power-of-2 sized render target with enabled mipmaps ------------------------------------------------------------------------- */ 'dofmipmap': { uniforms: { tColor: { type: "t", value: 0, texture: null }, tDepth: { type: "t", value: 1, texture: null }, focus: { type: "f", value: 1.0 }, maxblur: { type: "f", value: 1.0 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = vec2( uv.x, 1.0 - uv.y );", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "uniform float focus;", "uniform float maxblur;", "uniform sampler2D tColor;", "uniform sampler2D tDepth;", "varying vec2 vUv;", "void main() {", "vec4 depth = texture2D( tDepth, vUv );", "float factor = depth.x - focus;", "vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );", "gl_FragColor = col;", "gl_FragColor.a = 1.0;", "}" ].join("\n") }, /* ------------------------------------------------------------------------- // Sepia tone shader // - based on glfx.js sepia shader // https://github.com/evanw/glfx.js ------------------------------------------------------------------------- */ 'sepia': { uniforms: { tDiffuse: { type: "t", value: 0, texture: null }, amount: { type: "f", value: 1.0 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = vec2( uv.x, 1.0 - uv.y );", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "uniform float amount;", "uniform sampler2D tDiffuse;", "varying vec2 vUv;", "void main() {", "vec4 color = texture2D( tDiffuse, vUv );", "vec3 c = color.rgb;", "color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );", "color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );", "color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );", "gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );", "}" ].join("\n") }, /* ------------------------------------------------------------------------- // Dot screen shader // - based on glfx.js sepia shader // https://github.com/evanw/glfx.js ------------------------------------------------------------------------- */ 'dotscreen': { uniforms: { tDiffuse: { type: "t", value: 0, texture: null }, tSize: { type: "v2", value: new THREE.Vector2( 256, 256 ) }, center: { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) }, angle: { type: "f", value: 1.57 }, scale: { type: "f", value: 1.0 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = vec2( uv.x, 1.0 - uv.y );", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "uniform vec2 center;", "uniform float angle;", "uniform float scale;", "uniform vec2 tSize;", "uniform sampler2D tDiffuse;", "varying vec2 vUv;", "float pattern() {", "float s = sin( angle ), c = cos( angle );", "vec2 tex = vUv * tSize - center;", "vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;", "return ( sin( point.x ) * sin( point.y ) ) * 4.0;", "}", "void main() {", "vec4 color = texture2D( tDiffuse, vUv );", "float average = ( color.r + color.g + color.b ) / 3.0;", "gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );", "}" ].join("\n") }, /* ------------------------------------------------------------------------------------------------ // Vignette shader // - based on PaintEffect postprocess from ro.me // http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js ------------------------------------------------------------------------------------------------ */ 'vignette': { uniforms: { tDiffuse: { type: "t", value: 0, texture: null }, offset: { type: "f", value: 1.0 }, darkness: { type: "f", value: 1.0 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = vec2( uv.x, 1.0 - uv.y );", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "uniform float offset;", "uniform float darkness;", "uniform sampler2D tDiffuse;", "varying vec2 vUv;", "void main() {", // Eskil's vignette "vec4 texel = texture2D( tDiffuse, vUv );", "vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );", "gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );", /* // alternative version from glfx.js // this one makes more "dusty" look (as opposed to "burned") "vec4 color = texture2D( tDiffuse, vUv );", "float dist = distance( vUv, vec2( 0.5 ) );", "color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );", "gl_FragColor = color;", */ "}" ].join("\n") }, /* ------------------------------------------------------------------------- // Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass] // - based on Nvidia example // http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass ------------------------------------------------------------------------- */ 'bleachbypass': { uniforms: { tDiffuse: { type: "t", value: 0, texture: null }, opacity: { type: "f", value: 1.0 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = vec2( uv.x, 1.0 - uv.y );", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "uniform float opacity;", "uniform sampler2D tDiffuse;", "varying vec2 vUv;", "void main() {", "vec4 base = texture2D( tDiffuse, vUv );", "vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );", "float lum = dot( lumCoeff, base.rgb );", "vec3 blend = vec3( lum );", "float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );", "vec3 result1 = 2.0 * base.rgb * blend;", "vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );", "vec3 newColor = mix( result1, result2, L );", "float A2 = opacity * base.a;", "vec3 mixRGB = A2 * newColor.rgb;", "mixRGB += ( ( 1.0 - A2 ) * base.rgb );", "gl_FragColor = vec4( mixRGB, base.a );", "}" ].join("\n") }, /* -------------------------------------------------------------------------------------------------- // 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 -------------------------------------------------------------------------------------------------- */ 'focus': { uniforms : { "tDiffuse": { type: "t", value: 0, texture: null }, "screenWidth": { type: "f", value: 1024 }, "screenHeight": { type: "f", value: 1024 }, "sampleDistance": { type: "f", value: 0.94 }, "waveFactor": { type: "f", value: 0.00125 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = vec2( uv.x, 1.0 - uv.y );", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "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 );", "}" ].join("\n") }, /* ------------------------------------------------------------------------- // 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. ------------------------------------------------------------------------- */ 'triangleBlur': { uniforms : { "texture": { type: "t", value: 0, texture: null }, "delta": { type: "v2", value:new THREE.Vector2( 1, 1 ) } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = vec2( uv.x, 1.0 - uv.y );", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "#define ITERATIONS 10.0", "uniform sampler2D texture;", "uniform vec2 delta;", "varying vec2 vUv;", "float random( vec3 scale, float seed ) {", // use the fragment position for a different seed per-pixel "return fract( sin( dot( gl_FragCoord.xyz + seed, scale ) ) * 43758.5453 + seed );", "}", "void main() {", "vec4 color = vec4( 0.0 );", "float total = 0.0;", // randomize the lookup values to hide the fixed number of samples "float offset = random( vec3( 12.9898, 78.233, 151.7182 ), 0.0 );", "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") }, /* ------------------------------------------------------------------------- // Simple test shader ------------------------------------------------------------------------- */ 'basic': { uniforms: {}, vertexShader: [ "void main() {", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "void main() {", "gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );", "}" ].join("\n") }, /* -------------------------------------------------------------------------------------------------- // 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" -------------------------------------------------------------------------------------------------- */ 'horizontalBlur': { uniforms: { "tDiffuse": { type: "t", value: 0, texture: null }, "h": { type: "f", value: 1.0 / 512.0 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = vec2( uv.x, 1.0 - uv.y );", "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 ) ) * 0.05;", "sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.09;", "sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12;", "sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.15;", "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.16;", "sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.15;", "sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12;", "sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.09;", "sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.05;", "gl_FragColor = sum / 0.98;", // normalize "}" ].join("\n") }, 'verticalBlur': { uniforms: { "tDiffuse": { type: "t", value: 0, texture: null }, "v": { type: "f", value: 1.0 / 512.0 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = vec2( uv.x, 1.0 - uv.y );", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "uniform sampler2D tDiffuse;", "uniform float v;", "varying vec2 vUv;", "void main() {", "vec4 sum = vec4( 0.0 );", "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.05;", "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.09;", "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12;", "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.15;", "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.16;", "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.15;", "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12;", "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.09;", "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.05;", "gl_FragColor.xyz = sum / 0.98;", "}" ].join("\n") }, // METHODS buildKernel: function( sigma ) { // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway. function gauss( x, sigma ) { return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) ); } var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1; if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize; halfWidth = ( kernelSize - 1 ) * 0.5 values = new Array( kernelSize ); sum = 0.0; for ( i = 0; i < kernelSize; ++i ) { values[ i ] = gauss( i - halfWidth, sigma ); sum += values[ i ]; } // normalize the kernel for ( i = 0; i < kernelSize; ++i ) values[ i ] /= sum; return values; } };