VerticalBlurShader.js 1.4 KB

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  1. ( function () {
  2. /**
  3. * Two pass Gaussian blur filter (horizontal and vertical blur shaders)
  4. * - see 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. const VerticalBlurShader = {
  11. uniforms: {
  12. 'tDiffuse': {
  13. value: null
  14. },
  15. 'v': {
  16. value: 1.0 / 512.0
  17. }
  18. },
  19. vertexShader: /* glsl */`
  20. varying vec2 vUv;
  21. void main() {
  22. vUv = uv;
  23. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  24. }`,
  25. fragmentShader: /* glsl */`
  26. uniform sampler2D tDiffuse;
  27. uniform float v;
  28. varying vec2 vUv;
  29. void main() {
  30. vec4 sum = vec4( 0.0 );
  31. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;
  32. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;
  33. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;
  34. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;
  35. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
  36. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;
  37. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;
  38. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;
  39. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;
  40. gl_FragColor = sum;
  41. }`
  42. };
  43. THREE.VerticalBlurShader = VerticalBlurShader;
  44. } )();