FocusShader.js 2.3 KB

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  1. /**
  2. * Focus shader
  3. * based on PaintEffect postprocess from ro.me
  4. * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
  5. */
  6. THREE.FocusShader = {
  7. uniforms: {
  8. "tDiffuse": { value: null },
  9. "screenWidth": { value: 1024 },
  10. "screenHeight": { value: 1024 },
  11. "sampleDistance": { value: 0.94 },
  12. "waveFactor": { value: 0.00125 }
  13. },
  14. vertexShader: [
  15. "varying vec2 vUv;",
  16. "void main() {",
  17. " vUv = uv;",
  18. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  19. "}"
  20. ].join( "\n" ),
  21. fragmentShader: [
  22. "uniform float screenWidth;",
  23. "uniform float screenHeight;",
  24. "uniform float sampleDistance;",
  25. "uniform float waveFactor;",
  26. "uniform sampler2D tDiffuse;",
  27. "varying vec2 vUv;",
  28. "void main() {",
  29. " vec4 color, org, tmp, add;",
  30. " float sample_dist, f;",
  31. " vec2 vin;",
  32. " vec2 uv = vUv;",
  33. " add = color = org = texture2D( tDiffuse, uv );",
  34. " vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );",
  35. " sample_dist = dot( vin, vin ) * 2.0;",
  36. " f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;",
  37. " vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );",
  38. " add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );",
  39. " if( tmp.b < color.b ) color = tmp;",
  40. " add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );",
  41. " if( tmp.b < color.b ) color = tmp;",
  42. " add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );",
  43. " if( tmp.b < color.b ) color = tmp;",
  44. " add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );",
  45. " if( tmp.b < color.b ) color = tmp;",
  46. " add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );",
  47. " if( tmp.b < color.b ) color = tmp;",
  48. " add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );",
  49. " if( tmp.b < color.b ) color = tmp;",
  50. " add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );",
  51. " if( tmp.b < color.b ) color = tmp;",
  52. " color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );",
  53. " color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );",
  54. " gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );",
  55. "}"
  56. ].join( "\n" )
  57. };