/** * @author zz85 / http://www.lab4games.net/zz85/blog * * Triangle blur shader * based on glfx.js triangle blur shader * https://github.com/evanw/glfx.js * * A basic blur filter, which convolves the image with a * pyramid filter. The pyramid filter is separable and is applied as two * perpendicular triangle filters. */ THREE.TriangleBlurShader = { uniforms : { "texture": { value: null }, "delta": { value: new THREE.Vector2( 1, 1 ) } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "#include ", "#define ITERATIONS 10.0", "uniform sampler2D texture;", "uniform vec2 delta;", "varying vec2 vUv;", "void main() {", "vec4 color = vec4( 0.0 );", "float total = 0.0;", // randomize the lookup values to hide the fixed number of samples "float offset = rand( vUv );", "for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {", "float percent = ( t + offset - 0.5 ) / ITERATIONS;", "float weight = 1.0 - abs( percent );", "color += texture2D( texture, vUv + delta * percent ) * weight;", "total += weight;", "}", "gl_FragColor = color / total;", "}" ].join( "\n" ) };