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73 lines
1.2 KiB
73 lines
1.2 KiB
2 years ago
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import {
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Vector2
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} from '../../../build/three.module.js';
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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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const TriangleBlurShader = {
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uniforms: {
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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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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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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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fragmentShader: /* glsl */`
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#include <common>
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#define ITERATIONS 10.0
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uniform sampler2D texture;
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uniform vec2 delta;
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varying vec2 vUv;
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void main() {
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vec4 color = vec4( 0.0 );
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float total = 0.0;
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// randomize the lookup values to hide the fixed number of samples
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float offset = rand( vUv );
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for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {
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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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color += texture2D( texture, vUv + delta * percent ) * weight;
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total += weight;
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}
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gl_FragColor = color / total;
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}`
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};
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export { TriangleBlurShader };
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