/** * 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" */ var VerticalBlurShader = { uniforms: { 'tDiffuse': { value: null }, 'v': { 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 v;', 'varying vec2 vUv;', 'void main() {', ' vec4 sum = vec4( 0.0 );', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;', ' gl_FragColor = sum;', '}' ].join( '\n' ) }; export { VerticalBlurShader };