75 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			75 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| import {
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| 	Vector2
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| } from 'three';
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| 
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| /**
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|  * Triangle blur shader
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|  * based on glfx.js triangle blur shader
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|  * https://github.com/evanw/glfx.js
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|  *
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|  * A basic blur filter, which convolves the image with a
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|  * pyramid filter. The pyramid filter is separable and is applied as two
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|  * perpendicular triangle filters.
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|  */
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| 
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| const TriangleBlurShader = {
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| 
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| 	name: 'TriangleBlurShader',
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| 
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| 	uniforms: {
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| 
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| 		'texture': { value: null },
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| 		'delta': { value: new Vector2( 1, 1 ) }
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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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| 		#include <common>
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| 
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| 		#define ITERATIONS 10.0
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| 
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| 		uniform sampler2D texture;
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| 		uniform vec2 delta;
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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 color = vec4( 0.0 );
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| 
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| 			float total = 0.0;
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| 
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| 		// randomize the lookup values to hide the fixed number of samples
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| 
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| 			float offset = rand( vUv );
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| 
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| 			for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {
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| 
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| 				float percent = ( t + offset - 0.5 ) / ITERATIONS;
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| 				float weight = 1.0 - abs( percent );
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| 
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| 				color += texture2D( texture, vUv + delta * percent ) * weight;
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| 				total += weight;
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| 
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| 			}
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| 
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| 			gl_FragColor = color / total;
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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 { TriangleBlurShader };
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