three
Version:
JavaScript 3D library
57 lines (39 loc) • 1.9 kB
JavaScript
import { float, Fn, vec2, uv, sin, rand, degrees, cos, Loop, vec4, premult, unpremult } from 'three/tsl';
/**
* Applies a hash blur effect to the given texture node.
*
* Reference: {@link https://www.shadertoy.com/view/4lXXWn}.
*
* @function
* @param {Node<vec4>} textureNode - The texture node that should be blurred.
* @param {Node<float>} [bluramount=float(0.1)] - This node determines the amount of blur.
* @param {Object} [options={}] - Additional options for the hash blur effect.
* @param {Node<float>} [options.repeats=float(45)] - The number of iterations for the blur effect.
* @param {Node<vec4>} [options.mask=null] - A mask node to control the alpha blending of the blur.
* @param {boolean} [options.premultipliedAlpha=false] - Whether to use premultiplied alpha for the blur effect.
* @return {Node<vec4>} The blurred texture node.
*/
export const hashBlur = /*#__PURE__*/ Fn( ( [ textureNode, bluramount = float( 0.1 ), options = {} ] ) => {
const {
repeats = float( 45 ),
mask = null,
premultipliedAlpha = false
} = options;
const draw = ( uv ) => {
let sample = textureNode.sample( uv );
if ( mask !== null ) {
const alpha = mask.sample( uv ).x;
sample = vec4( sample.rgb, sample.a.mul( alpha ) );
}
return premultipliedAlpha ? premult( sample ) : sample;
};
const targetUV = textureNode.uvNode || uv();
const blurred_image = vec4( 0. ).toVar();
Loop( { start: 0., end: repeats, type: 'float' }, ( { i } ) => {
const q = vec2( vec2( cos( degrees( i.div( repeats ).mul( 360. ) ) ), sin( degrees( i.div( repeats ).mul( 360. ) ) ) ).mul( rand( vec2( i, targetUV.x.add( targetUV.y ) ) ).add( bluramount ) ) );
const uv2 = vec2( targetUV.add( q.mul( bluramount ) ) );
blurred_image.addAssign( draw( uv2 ) );
} );
blurred_image.divAssign( repeats );
return premultipliedAlpha ? unpremult( blurred_image ) : blurred_image;
} );