64 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
/**
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 * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
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 *
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 * - 9 samples per pass
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 * - standard deviation 2.7
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 * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
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 * - "r" parameter control where "focused" horizontal line lies
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 */
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const VerticalTiltShiftShader = {
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	name: 'VerticalTiltShiftShader',
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	uniforms: {
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		'tDiffuse': { value: null },
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		'v': { value: 1.0 / 512.0 },
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		'r': { value: 0.35 }
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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 sampler2D tDiffuse;
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		uniform float v;
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		uniform float r;
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		varying vec2 vUv;
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		void main() {
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			vec4 sum = vec4( 0.0 );
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			float vv = v * abs( r - vUv.y );
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			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;
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			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;
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			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;
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			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;
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			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
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			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;
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			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;
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			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;
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			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;
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			gl_FragColor = sum;
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		}`
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};
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export { VerticalTiltShiftShader };
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