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- import {
- Vector2
- } from 'three';
- /**
- * Convolution shader
- * ported from o3d sample to WebGL / GLSL
- */
- const ConvolutionShader = {
- defines: {
- 'KERNEL_SIZE_FLOAT': '25.0',
- 'KERNEL_SIZE_INT': '25'
- },
- uniforms: {
- 'tDiffuse': { value: null },
- 'uImageIncrement': { value: new Vector2( 0.001953125, 0.0 ) },
- 'cKernel': { value: [] }
- },
- vertexShader: /* glsl */`
- uniform vec2 uImageIncrement;
- varying vec2 vUv;
- void main() {
- vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader: /* glsl */`
- uniform float cKernel[ KERNEL_SIZE_INT ];
- uniform sampler2D tDiffuse;
- uniform vec2 uImageIncrement;
- varying vec2 vUv;
- void main() {
- vec2 imageCoord = vUv;
- vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );
- for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {
- sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];
- imageCoord += uImageIncrement;
- }
- gl_FragColor = sum;
- }`,
- buildKernel: function ( sigma ) {
- // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
- const kMaxKernelSize = 25;
- let kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
- if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
- const halfWidth = ( kernelSize - 1 ) * 0.5;
- const values = new Array( kernelSize );
- let sum = 0.0;
- for ( let i = 0; i < kernelSize; ++ i ) {
- values[ i ] = gauss( i - halfWidth, sigma );
- sum += values[ i ];
- }
- // normalize the kernel
- for ( let i = 0; i < kernelSize; ++ i ) values[ i ] /= sum;
- return values;
- }
- };
- function gauss( x, sigma ) {
- return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
- }
- export { ConvolutionShader };
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