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three-shaders

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three-shaders - a library of shaders included with Three.js library

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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 */ function HorizontalBlurShader() { return { 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 ); } `, 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; } ` } }; module.exports = HorizontalBlurShader;