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61 lines
1.5 KiB
61 lines
1.5 KiB
/**
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* Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
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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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* - "r" parameter control where "focused" horizontal line lies
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*/
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const HorizontalTiltShiftShader = {
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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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'r': { value: 0.35 }
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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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uniform float r;
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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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float hh = h * abs( r - vUv.y );
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sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;
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sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;
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sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;
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sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, 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 * hh, vUv.y ) ) * 0.1531;
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sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;
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sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;
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sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;
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gl_FragColor = sum;
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}`
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};
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export { HorizontalTiltShiftShader };
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