添加关照、全局等高线、修改图层问题
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								static/sdk/three/jsm/shaders/HorizontalBlurShader.js
									
									
									
									
									
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								static/sdk/three/jsm/shaders/HorizontalBlurShader.js
									
									
									
									
									
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							| @ -0,0 +1,59 @@ | ||||
| /** | ||||
|  * Two pass Gaussian blur filter (horizontal and vertical blur shaders) | ||||
|  * - see 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" | ||||
|  */ | ||||
|  | ||||
| const HorizontalBlurShader = { | ||||
|  | ||||
| 	name: 'HorizontalBlurShader', | ||||
|  | ||||
| 	uniforms: { | ||||
|  | ||||
| 		'tDiffuse': { value: null }, | ||||
| 		'h': { value: 1.0 / 512.0 } | ||||
|  | ||||
| 	}, | ||||
|  | ||||
| 	vertexShader: /* glsl */` | ||||
|  | ||||
| 		varying vec2 vUv; | ||||
|  | ||||
| 		void main() { | ||||
|  | ||||
| 			vUv = uv; | ||||
| 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | ||||
|  | ||||
| 		}`, | ||||
|  | ||||
| 	fragmentShader: /* glsl */` | ||||
|  | ||||
| 		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; | ||||
|  | ||||
| 		}` | ||||
|  | ||||
| }; | ||||
|  | ||||
| export { HorizontalBlurShader }; | ||||
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