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@luma.gl/shadertools

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Shader module system for luma.gl

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/** @typedef {import('../../types').ShaderPass} ShaderPass */ import {random} from '../utils/random'; const fs = `\ uniform float radius; uniform vec2 delta; vec4 triangleBlur_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) { vec2 adjustedDelta = delta * radius / texSize; 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); 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 + adjustedDelta * percent); /* 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 = { radius: {value: 20, min: 0, softMax: 100}, delta: {value: [1, 0], private: true} }; /** @type {ShaderPass} */ export const triangleBlur = { name: 'triangleBlur', uniforms, fs, dependencies: [random], passes: [{sampler: true, uniforms: {delta: [1, 0]}}, {sampler: true, uniforms: {delta: [0, 1]}}] };