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( function () {
/**
* Triangle blur shader
* based on glfx.js triangle blur shader
* https://github.com/evanw/glfx.js
*
* A basic blur filter, which convolves the image with a
* pyramid filter. The pyramid filter is separable and is applied as two
* perpendicular triangle filters.
*/
const TriangleBlurShader = {
uniforms: {
'texture': {
value: null
},
'delta': {
value: new THREE.Vector2( 1, 1 )
}
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
#include <common>
#define ITERATIONS 10.0
uniform sampler2D texture;
uniform vec2 delta;
varying vec2 vUv;
void main() {
vec4 color = vec4( 0.0 );
float total = 0.0;
// randomize the lookup values to hide the fixed number of samples
float offset = rand( vUv );
for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {
float percent = ( t + offset - 0.5 ) / ITERATIONS;
float weight = 1.0 - abs( percent );
color += texture2D( texture, vUv + delta * percent ) * weight;
total += weight;
}
gl_FragColor = color / total;
}`
};
THREE.TriangleBlurShader = TriangleBlurShader;
} )();