64 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			64 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								/**
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								 * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
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								 *
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								 * - 9 samples per pass
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								 * - standard deviation 2.7
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								 * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
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								 * - "r" parameter control where "focused" horizontal line lies
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								 */
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								const HorizontalTiltShiftShader = {
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									name: 'HorizontalTiltShiftShader',
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									uniforms: {
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										'tDiffuse': { value: null },
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										'h': { value: 1.0 / 512.0 },
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										'r': { value: 0.35 }
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									},
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									vertexShader: /* glsl */`
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										varying vec2 vUv;
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										void main() {
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											vUv = uv;
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											gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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										}`,
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									fragmentShader: /* glsl */`
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										uniform sampler2D tDiffuse;
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										uniform float h;
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										uniform float r;
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										varying vec2 vUv;
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										void main() {
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											vec4 sum = vec4( 0.0 );
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											float hh = h * abs( r - vUv.y );
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											sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;
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											sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;
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											sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;
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											sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;
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											sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
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											sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;
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											sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;
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											sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;
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											sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;
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											gl_FragColor = sum;
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										}`
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								};
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								export { HorizontalTiltShiftShader };
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