@luma.gl/effects
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Rendering and post-processing effects library for luma.gl
106 lines (89 loc) • 3.61 kB
JavaScript
/**
* @filter Tilt Shift
* @description Simulates the shallow depth of field normally encountered in close-up
* photography, which makes the scene seem much smaller than it actually
* is. This filter assumes the scene is relatively planar, in which case
* the part of the scene that is completely in focus can be described by
* a line (the intersection of the focal plane and the scene). An example
* of a planar scene might be looking at a road from above at a downward
* angle. The image is then blurred with a blur radius that starts at zero
* on the line and increases further from the line.
* @param startX The x coordinate of the start of the line segment.
* @param startY The y coordinate of the start of the line segment.
* @param endX The x coordinate of the end of the line segment.
* @param endY The y coordinate of the end of the line segment.
* @param blurRadius The maximum radius of the pyramid blur.
* @param gradientRadius The distance from the line at which the maximum blur radius is reached.
*/
import random from '../utils/random';
const fs = `\
uniform float blurRadius;
uniform float gradientRadius;
uniform vec2 start;
uniform vec2 end;
uniform bool invert;
vec2 tiltShift_getDelta(vec2 texSize) {
vec2 vector = normalize((end - start) * texSize);
return invert ? vec2(-vector.y, vector.x) : vector;
}
vec4 tiltShift_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
vec4 color = vec4(0.0);
float total = 0.0;
/* randomize the lookup values to hide the fixed number of samples */
float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);
vec2 normal = normalize(vec2((start.y - end.y) * texSize.y, (end.x - start.x) * texSize.x));
float radius = smoothstep(0.0, 1.0,
abs(dot(texCoord * texSize - start * texSize, normal)) / gradientRadius) * blurRadius;
for (float t = -30.0; t <= 30.0; t++) {
float percent = (t + offset - 0.5) / 30.0;
float weight = 1.0 - abs(percent);
vec4 sample = texture2D(texture, texCoord + tiltShift_getDelta(texSize) / texSize * percent * radius);
/* switch to pre-multiplied alpha to correctly blur transparent images */
sample.rgb *= sample.a;
color += sample * weight;
total += weight;
}
color = color / total;
/* switch back from pre-multiplied alpha */
color.rgb /= color.a + 0.00001;
return color;
}
`;
const uniforms = {
blurRadius: {value: 15, min: 0, max: 50},
gradientRadius: {value: 200, min: 0, max: 400},
start: [0, 0],
end: [1, 1],
invert: {value: false, private: true}
};
export default {
name: 'tiltShift',
uniforms,
fs,
dependencies: [random],
passes: [{sampler: true, uniforms: {invert: false}}, {sampler: true, uniforms: {invert: true}}]
};
/*
function tiltShift(startX, startY, endX, endY, blurRadius, gradientRadius) {
var dx = endX - startX;
var dy = endY - startY;
var d = Math.sqrt(dx * dx + dy * dy);
simpleShader.call(this, gl.tiltShift, {
blurRadius: blurRadius,
gradientRadius: gradientRadius,
start: [startX, startY],
end: [endX, endY],
delta: [dx / d, dy / d],
texSize: [this.width, this.height]
});
simpleShader.call(this, gl.tiltShift, {
blurRadius: blurRadius,
gradientRadius: gradientRadius,
start: [startX, startY],
end: [endX, endY],
delta: [-dy / d, dx / d],
texSize: [this.width, this.height]
});
return this;
}
*/