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2 years ago
( function () {
/**
* 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;
}`
};
THREE.HorizontalTiltShiftShader = HorizontalTiltShiftShader;
} )();