TriangleBlurShader.js 1.2 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970
  1. /**
  2. * Triangle blur shader
  3. * based on glfx.js triangle blur shader
  4. * https://github.com/evanw/glfx.js
  5. *
  6. * A basic blur filter, which convolves the image with a
  7. * pyramid filter. The pyramid filter is separable and is applied as two
  8. * perpendicular triangle filters.
  9. */
  10. THREE.TriangleBlurShader = {
  11. uniforms: {
  12. "texture": { value: null },
  13. "delta": { value: new THREE.Vector2( 1, 1 ) }
  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. "#include <common>",
  24. "#define ITERATIONS 10.0",
  25. "uniform sampler2D texture;",
  26. "uniform vec2 delta;",
  27. "varying vec2 vUv;",
  28. "void main() {",
  29. " vec4 color = vec4( 0.0 );",
  30. " float total = 0.0;",
  31. // randomize the lookup values to hide the fixed number of samples
  32. " float offset = rand( vUv );",
  33. " for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {",
  34. " float percent = ( t + offset - 0.5 ) / ITERATIONS;",
  35. " float weight = 1.0 - abs( percent );",
  36. " color += texture2D( texture, vUv + delta * percent ) * weight;",
  37. " total += weight;",
  38. " }",
  39. " gl_FragColor = color / total;",
  40. "}"
  41. ].join( "\n" )
  42. };