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- console.warn( "THREE.TriangleBlurShader: 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." );
- /**
- * Triangle blur shader
- * based on glfx.js triangle blur shader
- * https://github.com/evanw/glfx.js
- *
- * A basic blur filter, which convolves the image with a
- * pyramid filter. The pyramid filter is separable and is applied as two
- * perpendicular triangle filters.
- */
- THREE.TriangleBlurShader = {
- uniforms: {
- "texture": { value: null },
- "delta": { value: new THREE.Vector2( 1, 1 ) }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- " vUv = uv;",
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "#include <common>",
- "#define ITERATIONS 10.0",
- "uniform sampler2D texture;",
- "uniform vec2 delta;",
- "varying vec2 vUv;",
- "void main() {",
- " vec4 color = vec4( 0.0 );",
- " float total = 0.0;",
- // randomize the lookup values to hide the fixed number of samples
- " float offset = rand( vUv );",
- " for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {",
- " float percent = ( t + offset - 0.5 ) / ITERATIONS;",
- " float weight = 1.0 - abs( percent );",
- " color += texture2D( texture, vUv + delta * percent ) * weight;",
- " total += weight;",
- " }",
- " gl_FragColor = color / total;",
- "}"
- ].join( "\n" )
- };
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