12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061 |
- /**
- * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
- *
- * - 9 samples per pass
- * - standard deviation 2.7
- * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
- * - "r" parameter control where "focused" horizontal line lies
- */
- const HorizontalTiltShiftShader = {
- uniforms: {
- 'tDiffuse': { value: null },
- 'h': { value: 1.0 / 512.0 },
- 'r': { value: 0.35 }
- },
- vertexShader: /* glsl */`
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader: /* glsl */`
- uniform sampler2D tDiffuse;
- uniform float h;
- uniform float r;
- varying vec2 vUv;
- void main() {
- vec4 sum = vec4( 0.0 );
- float hh = h * abs( r - vUv.y );
- sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;
- sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;
- sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;
- sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
- sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;
- sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;
- sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;
- sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;
- gl_FragColor = sum;
- }`
- };
- export { HorizontalTiltShiftShader };
|