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FocusShader.js 2.3 KB

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  1. /**
  2. * Focus shader
  3. * based on PaintEffect postprocess from ro.me
  4. * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
  5. */
  6. THREE.FocusShader = {
  7. uniforms: {
  8. 'tDiffuse': { value: null },
  9. 'screenWidth': { value: 1024 },
  10. 'screenHeight': { value: 1024 },
  11. 'sampleDistance': { value: 0.94 },
  12. 'waveFactor': { value: 0.00125 }
  13. },
  14. vertexShader: [
  15. 'varying vec2 vUv;',
  16. 'void main() {',
  17. ' vUv = uv;',
  18. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  19. '}'
  20. ].join( '\n' ),
  21. fragmentShader: [
  22. 'uniform float screenWidth;',
  23. 'uniform float screenHeight;',
  24. 'uniform float sampleDistance;',
  25. 'uniform float waveFactor;',
  26. 'uniform sampler2D tDiffuse;',
  27. 'varying vec2 vUv;',
  28. 'void main() {',
  29. ' vec4 color, org, tmp, add;',
  30. ' float sample_dist, f;',
  31. ' vec2 vin;',
  32. ' vec2 uv = vUv;',
  33. ' add = color = org = texture2D( tDiffuse, uv );',
  34. ' vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );',
  35. ' sample_dist = dot( vin, vin ) * 2.0;',
  36. ' f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;',
  37. ' vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );',
  38. ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );',
  39. ' if( tmp.b < color.b ) color = tmp;',
  40. ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );',
  41. ' if( tmp.b < color.b ) color = tmp;',
  42. ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );',
  43. ' if( tmp.b < color.b ) color = tmp;',
  44. ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );',
  45. ' if( tmp.b < color.b ) color = tmp;',
  46. ' add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );',
  47. ' if( tmp.b < color.b ) color = tmp;',
  48. ' add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );',
  49. ' if( tmp.b < color.b ) color = tmp;',
  50. ' add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );',
  51. ' if( tmp.b < color.b ) color = tmp;',
  52. ' color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );',
  53. ' color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );',
  54. ' gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );',
  55. '}'
  56. ].join( '\n' )
  57. };