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- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * Convolution shader
- * ported from o3d sample to WebGL / GLSL
- * http://o3d.googlecode.com/svn/trunk/samples/convolution.html
- */
- THREE.ConvolutionShader = {
- defines: {
- "KERNEL_SIZE_FLOAT": "25.0",
- "KERNEL_SIZE_INT": "25"
- },
- uniforms: {
- "tDiffuse": { value: null },
- "uImageIncrement": { value: new THREE.Vector2( 0.001953125, 0.0 ) },
- "cKernel": { value: [] }
- },
- vertexShader: [
- "uniform vec2 uImageIncrement;",
- "varying vec2 vUv;",
- "void main() {",
- "vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "uniform float cKernel[ KERNEL_SIZE_INT ];",
- "uniform sampler2D tDiffuse;",
- "uniform vec2 uImageIncrement;",
- "varying vec2 vUv;",
- "void main() {",
- "vec2 imageCoord = vUv;",
- "vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
- "for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {",
- "sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
- "imageCoord += uImageIncrement;",
- "}",
- "gl_FragColor = sum;",
- "}"
- ].join( "\n" ),
- buildKernel: function ( sigma ) {
- // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
- function gauss( x, sigma ) {
- return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
- }
- var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
- if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
- halfWidth = ( kernelSize - 1 ) * 0.5;
- values = new Array( kernelSize );
- sum = 0.0;
- for ( i = 0; i < kernelSize; ++ i ) {
- values[ i ] = gauss( i - halfWidth, sigma );
- sum += values[ i ];
- }
- // normalize the kernel
- for ( i = 0; i < kernelSize; ++ i ) values[ i ] /= sum;
- return values;
- }
- };
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