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