three
Version:
JavaScript 3D library
62 lines (41 loc) • 1.88 kB
JavaScript
console.warn( "THREE.HorizontalBlurShader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
/**
* 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"
*/
THREE.HorizontalBlurShader = {
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 );",
"}"
].join( "\n" ),
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;",
"}"
].join( "\n" )
};