VerticalTiltShiftShader.js 1.5 KB

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  1. /**
  2. * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
  3. *
  4. * - 9 samples per pass
  5. * - standard deviation 2.7
  6. * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
  7. * - "r" parameter control where "focused" horizontal line lies
  8. */
  9. THREE.VerticalTiltShiftShader = {
  10. uniforms: {
  11. "tDiffuse": { value: null },
  12. "v": { value: 1.0 / 512.0 },
  13. "r": { value: 0.35 }
  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 v;",
  25. "uniform float r;",
  26. "varying vec2 vUv;",
  27. "void main() {",
  28. " vec4 sum = vec4( 0.0 );",
  29. " float vv = v * abs( r - vUv.y );",
  30. " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;",
  31. " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;",
  32. " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;",
  33. " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;",
  34. " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
  35. " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;",
  36. " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;",
  37. " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;",
  38. " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;",
  39. " gl_FragColor = sum;",
  40. "}"
  41. ].join( "\n" )
  42. };