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- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- *
- * 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": { type: "t", value: null },
- "delta": { type: "v2", 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: [
- "#define ITERATIONS 10.0",
- "uniform sampler2D texture;",
- "uniform vec2 delta;",
- "varying vec2 vUv;",
- "float random( vec3 scale, float seed ) {",
- // use the fragment position for a different seed per-pixel
- "return fract( sin( dot( gl_FragCoord.xyz + seed, scale ) ) * 43758.5453 + seed );",
- "}",
- "void main() {",
- "vec4 color = vec4( 0.0 );",
- "float total = 0.0;",
- // randomize the lookup values to hide the fixed number of samples
- "float offset = random( vec3( 12.9898, 78.233, 151.7182 ), 0.0 );",
- "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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