90 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			90 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | /** | ||
|  |  * Focus shader | ||
|  |  * based on PaintEffect postprocess from ro.me | ||
|  |  * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
 | ||
|  |  */ | ||
|  | 
 | ||
|  | const FocusShader = { | ||
|  | 
 | ||
|  | 	name: 'FocusShader', | ||
|  | 
 | ||
|  | 	uniforms: { | ||
|  | 
 | ||
|  | 		'tDiffuse': { value: null }, | ||
|  | 		'screenWidth': { value: 1024 }, | ||
|  | 		'screenHeight': { value: 1024 }, | ||
|  | 		'sampleDistance': { value: 0.94 }, | ||
|  | 		'waveFactor': { value: 0.00125 } | ||
|  | 
 | ||
|  | 	}, | ||
|  | 
 | ||
|  | 	vertexShader: /* glsl */`
 | ||
|  | 
 | ||
|  | 		varying vec2 vUv; | ||
|  | 
 | ||
|  | 		void main() { | ||
|  | 
 | ||
|  | 			vUv = uv; | ||
|  | 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | ||
|  | 
 | ||
|  | 		}`,
 | ||
|  | 
 | ||
|  | 	fragmentShader: /* glsl */`
 | ||
|  | 
 | ||
|  | 		uniform float screenWidth; | ||
|  | 		uniform float screenHeight; | ||
|  | 		uniform float sampleDistance; | ||
|  | 		uniform float waveFactor; | ||
|  | 
 | ||
|  | 		uniform sampler2D tDiffuse; | ||
|  | 
 | ||
|  | 		varying vec2 vUv; | ||
|  | 
 | ||
|  | 		void main() { | ||
|  | 
 | ||
|  | 			vec4 color, org, tmp, add; | ||
|  | 			float sample_dist, f; | ||
|  | 			vec2 vin; | ||
|  | 			vec2 uv = vUv; | ||
|  | 
 | ||
|  | 			add = color = org = texture2D( tDiffuse, uv ); | ||
|  | 
 | ||
|  | 			vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 ); | ||
|  | 			sample_dist = dot( vin, vin ) * 2.0; | ||
|  | 
 | ||
|  | 			f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0; | ||
|  | 
 | ||
|  | 			vec2 sampleSize = vec2(  1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f ); | ||
|  | 
 | ||
|  | 			add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize ); | ||
|  | 			if( tmp.b < color.b ) color = tmp; | ||
|  | 
 | ||
|  | 			add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize ); | ||
|  | 			if( tmp.b < color.b ) color = tmp; | ||
|  | 
 | ||
|  | 			add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize ); | ||
|  | 			if( tmp.b < color.b ) color = tmp; | ||
|  | 
 | ||
|  | 			add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize ); | ||
|  | 			if( tmp.b < color.b ) color = tmp; | ||
|  | 
 | ||
|  | 			add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize ); | ||
|  | 			if( tmp.b < color.b ) color = tmp; | ||
|  | 
 | ||
|  | 			add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize ); | ||
|  | 			if( tmp.b < color.b ) color = tmp; | ||
|  | 
 | ||
|  | 			add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize ); | ||
|  | 			if( tmp.b < color.b ) color = tmp; | ||
|  | 
 | ||
|  | 			color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) ); | ||
|  | 			color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) ); | ||
|  | 
 | ||
|  | 			gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 ); | ||
|  | 
 | ||
|  | 		}`
 | ||
|  | 
 | ||
|  | }; | ||
|  | 
 | ||
|  | export { FocusShader }; |