@luma.gl/effects
Version:
Post-processing effects for luma.gl
44 lines • 3.32 kB
TypeScript
/**
* Zoom Blur - Blurs the image away from a certain point, which looks like radial motion blur.
*/
export type ZoomBlurProps = {
/** - The x, y coordinate of the blur origin. */
center?: [number, number];
/** - The strength of the blur. Values in the range 0 to 1 are usually sufficient, where 0 doesn't change the image and 1 creates a highly blurred image. */
strength?: number;
};
export type ZoomBlurUniforms = ZoomBlurProps;
/**
* Zoom Blur
* Blurs the image away from a certain point, which looks like radial motion blur.
*/
export declare const zoomBlur: {
readonly name: "zoomBlur";
readonly dependencies: [{
readonly name: "random";
readonly source: "fn random(scale: vec3f, seed: float) -> f32 {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n}\n";
readonly fs: "float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n}\n";
}];
readonly source: "\nuniform zoomBlurUniforms {\n center: vec2f,\n strength: f32,\n};\n\n@group(0) @binding(1) var<uniform> zoomBlur : zoomBlurUniforms;\n\n\nfn zoomBlur_sampleColor(sampler2D source, vec2 texSize, vec2 texCoord) -> vec4f {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = zoomBlur.center * texSize - texCoord * texSize;\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n for (float t = 0.0; t <= 40.0; t++) {\n float percent = (t + offset) / 40.0;\n float weight = 4.0 * (percent - percent * percent);\n vec4 offsetColor = texture(source, texCoord + toCenter * percent * zoomBlur.strength / texSize);\n color += offsetColor * weight;\n total += weight;\n }\n\n color = color / total;\n return color;\n}\n";
readonly fs: "\nuniform zoomBlurUniforms {\n vec2 center;\n float strength;\n} zoomBlur;\n\nvec4 zoomBlur_sampleColor(sampler2D source, vec2 texSize, vec2 texCoord) {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = zoomBlur.center * texSize - texCoord * texSize;\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n for (float t = 0.0; t <= 40.0; t++) {\n float percent = (t + offset) / 40.0;\n float weight = 4.0 * (percent - percent * percent);\n vec4 offsetColor = texture(source, texCoord + toCenter * percent * zoomBlur.strength / texSize);\n color += offsetColor * weight;\n total += weight;\n }\n\n color = color / total;\n return color;\n}\n";
readonly props: ZoomBlurProps;
readonly uniforms: ZoomBlurUniforms;
readonly uniformTypes: {
readonly center: "vec2<f32>";
readonly strength: "f32";
};
readonly propTypes: {
readonly center: {
readonly value: readonly [0.5, 0.5];
};
readonly strength: {
readonly value: 0.3;
readonly min: 0;
readonly softMax: 1;
};
};
readonly passes: [{
readonly sampler: true;
}];
};
//# sourceMappingURL=zoomblur.d.ts.map