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Oinktube/node_modules/three/examples/js/shaders/HorizontalBlurShader.js
2023-12-11 11:59:56 -03:00

60 lines
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JavaScript

/**
* Two pass Gaussian blur filter (horizontal and vertical blur shaders)
* - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
* and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
*
* - 9 samples per pass
* - standard deviation 2.7
* - "h" and "v" parameters should be set to "1 / width" and "1 / height"
*/
THREE.HorizontalBlurShader = {
uniforms: {
'tDiffuse': { value: null },
'h': { value: 1.0 / 512.0 }
},
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;',
'varying vec2 vUv;',
'void main() {',
' vec4 sum = vec4( 0.0 );',
' sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;',
' sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;',
' sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;',
' sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;',
' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;',
' sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;',
' sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;',
' sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;',
' sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;',
' gl_FragColor = sum;',
'}'
].join( '\n' )
};