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89
public/sdk/three/jsm/shaders/FocusShader.js
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89
public/sdk/three/jsm/shaders/FocusShader.js
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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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