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- /**
- * 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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