FocusShader.js 2.3 KB

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  1. /** @module FocusShader */
  2. /**
  3. * Focus shader based on [PaintEffect postprocess from ro.me]{@link http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js}.
  4. *
  5. * @constant
  6. * @type {Object}
  7. */
  8. const FocusShader = {
  9. name: 'FocusShader',
  10. uniforms: {
  11. 'tDiffuse': { value: null },
  12. 'screenWidth': { value: 1024 },
  13. 'screenHeight': { value: 1024 },
  14. 'sampleDistance': { value: 0.94 },
  15. 'waveFactor': { value: 0.00125 }
  16. },
  17. vertexShader: /* glsl */`
  18. varying vec2 vUv;
  19. void main() {
  20. vUv = uv;
  21. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  22. }`,
  23. fragmentShader: /* glsl */`
  24. uniform float screenWidth;
  25. uniform float screenHeight;
  26. uniform float sampleDistance;
  27. uniform float waveFactor;
  28. uniform sampler2D tDiffuse;
  29. varying vec2 vUv;
  30. void main() {
  31. vec4 color, org, tmp, add;
  32. float sample_dist, f;
  33. vec2 vin;
  34. vec2 uv = vUv;
  35. add = color = org = texture2D( tDiffuse, uv );
  36. vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );
  37. sample_dist = dot( vin, vin ) * 2.0;
  38. f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;
  39. vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );
  40. add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );
  41. if( tmp.b < color.b ) color = tmp;
  42. add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );
  43. if( tmp.b < color.b ) color = tmp;
  44. add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );
  45. if( tmp.b < color.b ) color = tmp;
  46. add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );
  47. if( tmp.b < color.b ) color = tmp;
  48. add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );
  49. if( tmp.b < color.b ) color = tmp;
  50. add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );
  51. if( tmp.b < color.b ) color = tmp;
  52. add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );
  53. if( tmp.b < color.b ) color = tmp;
  54. color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );
  55. color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );
  56. gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );
  57. }`
  58. };
  59. export { FocusShader };
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