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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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// --------------- POST EFFECT DEFINITION --------------- // /** * @class * @name HorizontalTiltShiftEffect * @classdesc Simple fake tilt-shift effect, modulating two pass Gaussian blur by horizontal position. * @description Creates new instance of the post effect. * @augments PostEffect * @param {GraphicsDevice} graphicsDevice - The graphics device of the application. * @property {number} focus Controls where the "focused" vertical line lies. */ class HorizontalTiltShiftEffect extends pc.PostEffect { constructor(graphicsDevice) { super(graphicsDevice); // Shader author: alteredq / http://alteredqualia.com/ const fshader = /* glsl */` uniform sampler2D uColorBuffer; uniform float uH; uniform float uR; varying vec2 vUv0; void main() { vec4 sum = vec4( 0.0 ); float hh = uH * abs( uR - vUv0.x ); sum += texture2D( uColorBuffer, vec2( vUv0.x - 4.0 * hh, vUv0.y ) ) * 0.051; sum += texture2D( uColorBuffer, vec2( vUv0.x - 3.0 * hh, vUv0.y ) ) * 0.0918; sum += texture2D( uColorBuffer, vec2( vUv0.x - 2.0 * hh, vUv0.y ) ) * 0.12245; sum += texture2D( uColorBuffer, vec2( vUv0.x - 1.0 * hh, vUv0.y ) ) * 0.1531; sum += texture2D( uColorBuffer, vec2( vUv0.x, vUv0.y ) ) * 0.1633; sum += texture2D( uColorBuffer, vec2( vUv0.x + 1.0 * hh, vUv0.y ) ) * 0.1531; sum += texture2D( uColorBuffer, vec2( vUv0.x + 2.0 * hh, vUv0.y ) ) * 0.12245; sum += texture2D( uColorBuffer, vec2( vUv0.x + 3.0 * hh, vUv0.y ) ) * 0.0918; sum += texture2D( uColorBuffer, vec2( vUv0.x + 4.0 * hh, vUv0.y ) ) * 0.051; gl_FragColor = sum; } `; this.shader = pc.ShaderUtils.createShader(graphicsDevice, { uniqueName: 'HorizontalTiltShiftShader', attributes: { aPosition: pc.SEMANTIC_POSITION }, vertexGLSL: pc.PostEffect.quadVertexShader, fragmentGLSL: fshader }); // uniforms this.focus = 0.35; } render(inputTarget, outputTarget, rect) { const device = this.device; const scope = device.scope; scope.resolve('uH').setValue(1 / inputTarget.width); scope.resolve('uR').setValue(this.focus); scope.resolve('uColorBuffer').setValue(inputTarget.colorBuffer); this.drawQuad(outputTarget, this.shader, rect); } } // ----------------- SCRIPT DEFINITION ------------------ // var HorizontalTiltShift = pc.createScript('horizontalTiltShift'); HorizontalTiltShift.attributes.add('focus', { type: 'number', default: 0.35, min: 0, max: 1, title: 'Focus' }); // initialize code called once per entity HorizontalTiltShift.prototype.initialize = function () { this.effect = new HorizontalTiltShiftEffect(this.app.graphicsDevice); this.effect.focus = this.focus; this.on('attr:focus', function (value) { this.effect.focus = value; }, this); var queue = this.entity.camera.postEffects; queue.addEffect(this.effect); this.on('state', function (enabled) { if (enabled) { queue.addEffect(this.effect); } else { queue.removeEffect(this.effect); } }); this.on('destroy', function () { queue.removeEffect(this.effect); }); };