three-stdlib
Version:
stand-alone library of threejs examples
57 lines (56 loc) • 2.33 kB
JavaScript
const FocusShader = {
uniforms: {
tDiffuse: { value: null },
screenWidth: { value: 1024 },
screenHeight: { value: 1024 },
sampleDistance: { value: 0.94 },
waveFactor: { value: 125e-5 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform float screenWidth;",
"uniform float screenHeight;",
"uniform float sampleDistance;",
"uniform float waveFactor;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
" vec4 color, org, tmp, add;",
" float sample_dist, f;",
" vec2 vin;",
" vec2 uv = vUv;",
" add = color = org = texture2D( tDiffuse, uv );",
" vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );",
" sample_dist = dot( vin, vin ) * 2.0;",
" f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;",
" vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );",
" add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );",
" if( tmp.b < color.b ) color = tmp;",
" add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );",
" if( tmp.b < color.b ) color = tmp;",
" add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );",
" if( tmp.b < color.b ) color = tmp;",
" add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );",
" if( tmp.b < color.b ) color = tmp;",
" add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );",
" if( tmp.b < color.b ) color = tmp;",
" add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );",
" if( tmp.b < color.b ) color = tmp;",
" add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );",
" if( tmp.b < color.b ) color = tmp;",
" color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );",
" color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );",
" gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );",
"}"
].join("\n")
};
export {
FocusShader
};
//# sourceMappingURL=FocusShader.js.map