VerticalBlurShader.js 1.5 KB

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  1. ( function () {
  2. /**
  3. * Two pass Gaussian blur filter (horizontal and vertical blur shaders)
  4. * - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
  5. * and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
  6. *
  7. * - 9 samples per pass
  8. * - standard deviation 2.7
  9. * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
  10. */
  11. var VerticalBlurShader = {
  12. uniforms: {
  13. 'tDiffuse': {
  14. value: null
  15. },
  16. 'v': {
  17. value: 1.0 / 512.0
  18. }
  19. },
  20. vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ),
  21. 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' )
  22. };
  23. THREE.VerticalBlurShader = VerticalBlurShader;
  24. } )();