three-shaders
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three-shaders - a library of shaders included with Three.js library
68 lines (45 loc) • 1.57 kB
JavaScript
/**
* @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;