HorizontalBlurShader.js 1.5 KB

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  1. /** @module HorizontalBlurShader */
  2. /**
  3. * Two pass Gaussian blur filter (horizontal and vertical blur shaders).
  4. *
  5. * References:
  6. * - {@link http://www.cake23.de/traveling-wavefronts-lit-up.html}.
  7. *
  8. * - 9 samples per pass
  9. * - standard deviation 2.7
  10. * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
  11. *
  12. * @constant
  13. * @type {Object}
  14. */
  15. const HorizontalBlurShader = {
  16. name: 'HorizontalBlurShader',
  17. uniforms: {
  18. 'tDiffuse': { value: null },
  19. 'h': { value: 1.0 / 512.0 }
  20. },
  21. vertexShader: /* glsl */`
  22. varying vec2 vUv;
  23. void main() {
  24. vUv = uv;
  25. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  26. }`,
  27. fragmentShader: /* glsl */`
  28. uniform sampler2D tDiffuse;
  29. uniform float h;
  30. varying vec2 vUv;
  31. void main() {
  32. vec4 sum = vec4( 0.0 );
  33. sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;
  34. sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;
  35. sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;
  36. sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;
  37. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
  38. sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;
  39. sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;
  40. sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;
  41. sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;
  42. gl_FragColor = sum;
  43. }`
  44. };
  45. export { HorizontalBlurShader };
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