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- /**
- * Focus shader
- * based on PaintEffect postprocess from ro.me
- * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
- */
- var FocusShader = {
- uniforms: {
- 'tDiffuse': { value: null },
- 'screenWidth': { value: 1024 },
- 'screenHeight': { value: 1024 },
- 'sampleDistance': { value: 0.94 },
- 'waveFactor': { value: 0.00125 }
- },
- vertexShader: [
- 'varying vec2 vUv;',
- 'void main() {',
- ' vUv = uv;',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- 'uniform float screenWidth;',
- 'uniform float screenHeight;',
- 'uniform float sampleDistance;',
- 'uniform float waveFactor;',
- 'uniform sampler2D tDiffuse;',
- 'varying vec2 vUv;',
- 'void main() {',
- ' vec4 color, org, tmp, add;',
- ' float sample_dist, f;',
- ' vec2 vin;',
- ' vec2 uv = vUv;',
- ' add = color = org = texture2D( tDiffuse, uv );',
- ' vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );',
- ' sample_dist = dot( vin, vin ) * 2.0;',
- ' f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;',
- ' vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );',
- ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );',
- ' if( tmp.b < color.b ) color = tmp;',
- ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );',
- ' if( tmp.b < color.b ) color = tmp;',
- ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );',
- ' if( tmp.b < color.b ) color = tmp;',
- ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );',
- ' if( tmp.b < color.b ) color = tmp;',
- ' add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );',
- ' if( tmp.b < color.b ) color = tmp;',
- ' add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );',
- ' if( tmp.b < color.b ) color = tmp;',
- ' add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );',
- ' if( tmp.b < color.b ) color = tmp;',
- ' color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );',
- ' color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );',
- ' gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );',
- '}'
- ].join( '\n' )
- };
- export { FocusShader };
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