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- ( function () {
- /**
- * 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.
- */
- var TriangleBlurShader = {
- uniforms: {
- 'texture': {
- value: null
- },
- 'delta': {
- value: new THREE.Vector2( 1, 1 )
- }
- },
- vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ),
- fragmentShader: [ '#include <common>', '#define ITERATIONS 10.0', 'uniform sampler2D texture;', 'uniform vec2 delta;', 'varying vec2 vUv;', 'void main() {', ' vec4 color = vec4( 0.0 );', ' float total = 0.0;', // randomize the lookup values to hide the fixed number of samples
- ' float offset = rand( vUv );', ' 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' )
- };
- THREE.TriangleBlurShader = TriangleBlurShader;
- } )();
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