60 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			60 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								/**
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								 * Two pass Gaussian blur filter (horizontal and vertical blur shaders)
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								 * - see http://www.cake23.de/traveling-wavefronts-lit-up.html
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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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								 */
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								const VerticalBlurShader = {
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									name: 'VerticalBlurShader',
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									uniforms: {
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										'tDiffuse': { value: null },
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										'v': { value: 1.0 / 512.0 }
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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 v;
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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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											sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;
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											sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;
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											sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;
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											sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 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, vUv.y + 1.0 * v ) ) * 0.1531;
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											sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;
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											sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;
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											sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;
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											gl_FragColor = sum;
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										}`
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								};
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								export { VerticalBlurShader };
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