VerticalBlurShader.js 1.5 KB

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  1. /**
  2. * Two pass Gaussian blur filter (horizontal and vertical blur shaders)
  3. * - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
  4. * and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
  5. *
  6. * - 9 samples per pass
  7. * - standard deviation 2.7
  8. * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
  9. */
  10. THREE.VerticalBlurShader = {
  11. uniforms: {
  12. 'tDiffuse': { value: null },
  13. 'v': { value: 1.0 / 512.0 }
  14. },
  15. vertexShader: [
  16. 'varying vec2 vUv;',
  17. 'void main() {',
  18. ' vUv = uv;',
  19. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  20. '}'
  21. ].join( '\n' ),
  22. fragmentShader: [
  23. 'uniform sampler2D tDiffuse;',
  24. 'uniform float v;',
  25. 'varying vec2 vUv;',
  26. 'void main() {',
  27. ' vec4 sum = vec4( 0.0 );',
  28. ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;',
  29. ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;',
  30. ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;',
  31. ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;',
  32. ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;',
  33. ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;',
  34. ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;',
  35. ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;',
  36. ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;',
  37. ' gl_FragColor = sum;',
  38. '}'
  39. ].join( '\n' )
  40. };