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three

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JavaScript 3D library

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import { interleavedGradientNoise, Fn, vec2, vec4, mix, uv, Loop, premultiplyAlpha, unpremultiplyAlpha, int, float, nodeObject, convertToTexture, screenCoordinate } from 'three/tsl'; /** * This TSL function blurs an image in a circular pattern, radiating from a configurable center point in screen space. * * Radial blurs can be used for different kind of effects like producing simple faked lighting effects also known as * "light shafts". The major limitation of this specific usage is the center point can only be defined in 2D so the * effect does not honor the depth of 3D objects. Consequently, it is not intended for physically correct lit scenes. * * @tsl * @function * @param {Node<vec4>} textureNode - The texture node that should be blurred. * @param {Object} [options={}] - Additional options for the radial blur effect. * @param {Node<vec2>} [options.center=vec2(0.5, 0.5)] - The center of the light in screen uvs. * @param {Node<int>} [options.weight=float(0.9)] - Base weight factor for each sample in the range `[0,1]`. * @param {Node<int>} [options.decay=float(0.95)] - Decreases the weight factor so each iteration adds less to the sum. Must be in the range `[0,1]`. * If you increase the sample count, you have to increase this option as well to avoid a darking effect. * @param {Node<int>} [options.count=int(32)] - The number if iterations. Should be in the range `[16,64]`. * @param {Node<int>} [options.exposure=float(5)] - Exposure control of the blur. * @return {Node<vec4>} The blurred texture node. */ export const radialBlur = /*#__PURE__*/ Fn( ( [ textureNode, options = {} ] ) => { textureNode = convertToTexture( textureNode ); const center = nodeObject( options.center ) || vec2( 0.5, 0.5 ); const weight = nodeObject( options.weight ) || float( 0.9 ); const decay = nodeObject( options.decay ) || float( 0.95 ); const count = nodeObject( options.count ) || int( 32 ); const exposure = nodeObject( options.exposure ) || float( 5 ); const premultipliedAlpha = options.premultipliedAlpha || false; const tap = ( uv ) => { const sample = textureNode.sample( uv ); return premultipliedAlpha ? premultiplyAlpha( sample ) : sample; }; const sampleUv = vec2( textureNode.uvNode || uv() ); const base = tap( sampleUv ).toConst(); const blur = vec4().toVar(); const offset = center.sub( sampleUv ).div( count ).toConst(); const w = float( weight ).toVar(); const noise = interleavedGradientNoise( screenCoordinate ); sampleUv.addAssign( offset.mul( noise ) ); // mitigate banding Loop( { start: int( 0 ), end: int( count ), type: 'int', condition: '<' }, () => { sampleUv.addAssign( offset ); const sample = tap( sampleUv ); blur.addAssign( sample.mul( w ) ); w.mulAssign( decay ); } ); blur.divAssign( count ); blur.mulAssign( exposure ); const color = mix( blur, base.mul( 2 ), 0.5 ); return premultipliedAlpha ? unpremultiplyAlpha( color ) : color; } );