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- /**
- * Two pass Gaussian blur filter (horizontal and vertical blur shaders)
- * - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
- * and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
- *
- * - 9 samples per pass
- * - standard deviation 2.7
- * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
- */
- THREE.HorizontalBlurShader = {
- uniforms: {
- 'tDiffuse': { value: null },
- 'h': { value: 1.0 / 512.0 }
- },
- vertexShader: [
- 'varying vec2 vUv;',
- 'void main() {',
- ' vUv = uv;',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- 'uniform sampler2D tDiffuse;',
- 'uniform float h;',
- 'varying vec2 vUv;',
- 'void main() {',
- ' vec4 sum = vec4( 0.0 );',
- ' sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;',
- ' sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;',
- ' sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;',
- ' sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;',
- ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;',
- ' sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;',
- ' sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;',
- ' sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;',
- ' sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;',
- ' gl_FragColor = sum;',
- '}'
- ].join( '\n' )
- };
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