three-stdlib
Version:
stand-alone library of threejs examples
39 lines (38 loc) • 1.4 kB
JavaScript
const HorizontalTiltShiftShader = {
uniforms: {
tDiffuse: { value: null },
h: { value: 1 / 512 },
r: { value: 0.35 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"uniform float h;",
"uniform float r;",
"varying vec2 vUv;",
"void main() {",
" vec4 sum = vec4( 0.0 );",
" float hh = h * abs( r - vUv.y );",
" sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;",
" sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;",
" sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;",
" sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;",
" sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
" sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;",
" sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;",
" sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;",
" sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;",
" gl_FragColor = sum;",
"}"
].join("\n")
};
export {
HorizontalTiltShiftShader
};
//# sourceMappingURL=HorizontalTiltShiftShader.js.map