/** * 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 */ var FocusShader = { uniforms: { 'tDiffuse': { value: null }, 'screenWidth': { value: 1024 }, 'screenHeight': { value: 1024 }, 'sampleDistance': { value: 0.94 }, 'waveFactor': { value: 0.00125 } }, vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' 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' ) }; export { FocusShader };