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- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- *
- * 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" )
- };
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