60 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			60 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | /** | ||
|  |  * 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 VerticalBlurShader = { | ||
|  | 
 | ||
|  | 	name: 'VerticalBlurShader', | ||
|  | 
 | ||
|  | 	uniforms: { | ||
|  | 
 | ||
|  | 		'tDiffuse': { value: null }, | ||
|  | 		'v': { 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 v; | ||
|  | 
 | ||
|  | 		varying vec2 vUv; | ||
|  | 
 | ||
|  | 		void main() { | ||
|  | 
 | ||
|  | 			vec4 sum = vec4( 0.0 ); | ||
|  | 
 | ||
|  | 			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051; | ||
|  | 			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918; | ||
|  | 			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245; | ||
|  | 			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531; | ||
|  | 			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633; | ||
|  | 			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531; | ||
|  | 			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245; | ||
|  | 			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918; | ||
|  | 			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051; | ||
|  | 
 | ||
|  | 			gl_FragColor = sum; | ||
|  | 
 | ||
|  | 		}`
 | ||
|  | 
 | ||
|  | }; | ||
|  | 
 | ||
|  | export { VerticalBlurShader }; |