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- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
- *
- * - 9 samples per pass
- * - standard deviation 2.7
- * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
- * - "r" parameter control where "focused" horizontal line lies
- */
- var HorizontalTiltShiftShader = {
- uniforms: {
- "tDiffuse": { value: null },
- "h": { value: 1.0 / 512.0 },
- "r": { value: 0.35 }
- },
- 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;",
- "uniform float r;",
- "varying vec2 vUv;",
- "void main() {",
- "vec4 sum = vec4( 0.0 );",
- "float hh = h * abs( r - vUv.y );",
- "sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;",
- "sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;",
- "sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;",
- "sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;",
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
- "sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;",
- "sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;",
- "sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;",
- "sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;",
- "gl_FragColor = sum;",
- "}"
- ].join( "\n" )
- };
- export { HorizontalTiltShiftShader };
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