FocusShader.js 2.6 KB

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  1. console.warn( "THREE.FocusShader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
  2. /**
  3. * Focus shader
  4. * based on PaintEffect postprocess from ro.me
  5. * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
  6. */
  7. THREE.FocusShader = {
  8. uniforms: {
  9. "tDiffuse": { value: null },
  10. "screenWidth": { value: 1024 },
  11. "screenHeight": { value: 1024 },
  12. "sampleDistance": { value: 0.94 },
  13. "waveFactor": { value: 0.00125 }
  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 float screenWidth;",
  24. "uniform float screenHeight;",
  25. "uniform float sampleDistance;",
  26. "uniform float waveFactor;",
  27. "uniform sampler2D tDiffuse;",
  28. "varying vec2 vUv;",
  29. "void main() {",
  30. " vec4 color, org, tmp, add;",
  31. " float sample_dist, f;",
  32. " vec2 vin;",
  33. " vec2 uv = vUv;",
  34. " add = color = org = texture2D( tDiffuse, uv );",
  35. " vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );",
  36. " sample_dist = dot( vin, vin ) * 2.0;",
  37. " f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;",
  38. " vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );",
  39. " add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );",
  40. " if( tmp.b < color.b ) color = tmp;",
  41. " add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );",
  42. " if( tmp.b < color.b ) color = tmp;",
  43. " add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );",
  44. " if( tmp.b < color.b ) color = tmp;",
  45. " add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );",
  46. " if( tmp.b < color.b ) color = tmp;",
  47. " add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );",
  48. " if( tmp.b < color.b ) color = tmp;",
  49. " add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );",
  50. " if( tmp.b < color.b ) color = tmp;",
  51. " add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );",
  52. " if( tmp.b < color.b ) color = tmp;",
  53. " color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );",
  54. " color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );",
  55. " gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );",
  56. "}"
  57. ].join( "\n" )
  58. };