104 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			104 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									Vector2
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								} from 'three';
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								/**
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								 * Convolution shader
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								 * ported from o3d sample to WebGL / GLSL
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								 */
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								const ConvolutionShader = {
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									name: 'ConvolutionShader',
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									defines: {
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										'KERNEL_SIZE_FLOAT': '25.0',
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										'KERNEL_SIZE_INT': '25'
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									},
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									uniforms: {
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										'tDiffuse': { value: null },
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										'uImageIncrement': { value: new Vector2( 0.001953125, 0.0 ) },
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										'cKernel': { value: [] }
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									},
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									vertexShader: /* glsl */`
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										uniform vec2 uImageIncrement;
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										varying vec2 vUv;
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										void main() {
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											vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;
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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 float cKernel[ KERNEL_SIZE_INT ];
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										uniform sampler2D tDiffuse;
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										uniform vec2 uImageIncrement;
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										varying vec2 vUv;
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										void main() {
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											vec2 imageCoord = vUv;
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											vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );
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											for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {
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												sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];
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												imageCoord += uImageIncrement;
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											}
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											gl_FragColor = sum;
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										}`,
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									buildKernel: function ( sigma ) {
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										// We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
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										const kMaxKernelSize = 25;
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										let kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
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										if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
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										const halfWidth = ( kernelSize - 1 ) * 0.5;
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										const values = new Array( kernelSize );
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										let sum = 0.0;
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										for ( let i = 0; i < kernelSize; ++ i ) {
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											values[ i ] = gauss( i - halfWidth, sigma );
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											sum += values[ i ];
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										}
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										// normalize the kernel
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										for ( let i = 0; i < kernelSize; ++ i ) values[ i ] /= sum;
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										return values;
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									}
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								};
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								function gauss( x, sigma ) {
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									return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
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								}
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								export { ConvolutionShader };
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