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