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