60 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			60 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| /**
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|  * Two pass Gaussian blur filter (horizontal and vertical blur shaders)
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|  * - see http://www.cake23.de/traveling-wavefronts-lit-up.html
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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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|  */
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| 
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| const VerticalBlurShader = {
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| 
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| 	name: 'VerticalBlurShader',
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| 
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| 	uniforms: {
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| 
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| 		'tDiffuse': { value: null },
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| 		'v': { value: 1.0 / 512.0 }
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| 
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| 	},
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| 
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| 	vertexShader: /* glsl */`
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| 
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| 		varying vec2 vUv;
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| 
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| 		void main() {
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| 
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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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| 		}`,
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| 
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| 	fragmentShader: /* glsl */`
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| 
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| 		uniform sampler2D tDiffuse;
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| 		uniform float v;
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| 
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| 		varying vec2 vUv;
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| 
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| 		void main() {
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| 
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| 			vec4 sum = vec4( 0.0 );
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| 
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| 			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;
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| 			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;
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| 			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;
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| 			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 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 * v ) ) * 0.1531;
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| 			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;
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| 			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;
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| 			sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;
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| 
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| 			gl_FragColor = sum;
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| 
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| 		}`
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| 
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| };
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| 
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| export { VerticalBlurShader };
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