ConvolutionShader.js 1.9 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364
  1. ( function () {
  2. /**
  3. * Convolution shader
  4. * ported from o3d sample to WebGL / GLSL
  5. * http://o3d.googlecode.com/svn/trunk/samples/convolution.html
  6. */
  7. var ConvolutionShader = {
  8. defines: {
  9. 'KERNEL_SIZE_FLOAT': '25.0',
  10. 'KERNEL_SIZE_INT': '25'
  11. },
  12. uniforms: {
  13. 'tDiffuse': {
  14. value: null
  15. },
  16. 'uImageIncrement': {
  17. value: new THREE.Vector2( 0.001953125, 0.0 )
  18. },
  19. 'cKernel': {
  20. value: []
  21. }
  22. },
  23. vertexShader: [ 'uniform vec2 uImageIncrement;', 'varying vec2 vUv;', 'void main() {', ' vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ),
  24. fragmentShader: [ 'uniform float cKernel[ KERNEL_SIZE_INT ];', '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_INT; i ++ ) {', ' sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];', ' imageCoord += uImageIncrement;', ' }', ' gl_FragColor = sum;', '}' ].join( '\n' ),
  25. buildKernel: function ( sigma ) {
  26. // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
  27. function gauss( x, sigma ) {
  28. return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
  29. }
  30. var i,
  31. values,
  32. sum,
  33. halfWidth,
  34. kMaxKernelSize = 25,
  35. kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
  36. if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
  37. halfWidth = ( kernelSize - 1 ) * 0.5;
  38. values = new Array( kernelSize );
  39. sum = 0.0;
  40. for ( i = 0; i < kernelSize; ++ i ) {
  41. values[ i ] = gauss( i - halfWidth, sigma );
  42. sum += values[ i ];
  43. } // normalize the kernel
  44. for ( i = 0; i < kernelSize; ++ i ) values[ i ] /= sum;
  45. return values;
  46. }
  47. };
  48. THREE.ConvolutionShader = ConvolutionShader;
  49. } )();