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HorizontalBlurShader.js 1.5 KB

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  1. /**
  2. * Two pass Gaussian blur filter (horizontal and vertical blur shaders)
  3. * - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
  4. * and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
  5. *
  6. * - 9 samples per pass
  7. * - standard deviation 2.7
  8. * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
  9. */
  10. THREE.HorizontalBlurShader = {
  11. uniforms: {
  12. "tDiffuse": { value: null },
  13. "h": { value: 1.0 / 512.0 }
  14. },
  15. vertexShader: [
  16. "varying vec2 vUv;",
  17. "void main() {",
  18. " vUv = uv;",
  19. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  20. "}"
  21. ].join( "\n" ),
  22. fragmentShader: [
  23. "uniform sampler2D tDiffuse;",
  24. "uniform float h;",
  25. "varying vec2 vUv;",
  26. "void main() {",
  27. " vec4 sum = vec4( 0.0 );",
  28. " sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;",
  29. " sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;",
  30. " sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;",
  31. " sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;",
  32. " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
  33. " sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;",
  34. " sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;",
  35. " sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;",
  36. " sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;",
  37. " gl_FragColor = sum;",
  38. "}"
  39. ].join( "\n" )
  40. };