HorizontalBlurShader.js 1.7 KB

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  1. ;(function () {
  2. /**
  3. * Two pass Gaussian blur filter (horizontal and vertical blur shaders)
  4. * - see http://www.cake23.de/traveling-wavefronts-lit-up.html
  5. *
  6. * - 9 samples per pass
  7. * - standard deviation 2.7
  8. * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
  9. */
  10. const HorizontalBlurShader = {
  11. uniforms: {
  12. tDiffuse: {
  13. value: null,
  14. },
  15. h: {
  16. value: 1.0 / 512.0,
  17. },
  18. },
  19. vertexShader:
  20. /* glsl */
  21. `
  22. varying vec2 vUv;
  23. void main() {
  24. vUv = uv;
  25. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  26. }`,
  27. fragmentShader:
  28. /* glsl */
  29. `
  30. uniform sampler2D tDiffuse;
  31. uniform float h;
  32. varying vec2 vUv;
  33. void main() {
  34. vec4 sum = vec4( 0.0 );
  35. sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;
  36. sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;
  37. sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;
  38. sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;
  39. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
  40. sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;
  41. sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;
  42. sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;
  43. sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;
  44. gl_FragColor = sum;
  45. }`,
  46. }
  47. THREE.HorizontalBlurShader = HorizontalBlurShader
  48. })()