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58 lines
1.5 KiB
58 lines
1.5 KiB
/**
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* Two pass Gaussian blur filter (horizontal and vertical blur shaders)
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* - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
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* and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
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*
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* - 9 samples per pass
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* - standard deviation 2.7
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* - "h" and "v" parameters should be set to "1 / width" and "1 / height"
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*/
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var HorizontalBlurShader = {
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uniforms: {
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'tDiffuse': { value: null },
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'h': { value: 1.0 / 512.0 }
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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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uniform sampler2D tDiffuse;
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uniform float h;
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varying vec2 vUv;
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void main() {
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vec4 sum = vec4( 0.0 );
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sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;
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sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;
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sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;
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sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
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sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;
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sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;
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sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;
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sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;
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gl_FragColor = sum;
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}`
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};
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export { HorizontalBlurShader };
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