VerticalTiltShiftShader.js 1.6 KB

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  1. /** @module VerticalTiltShiftShader */
  2. /**
  3. * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
  4. *
  5. * - 9 samples per pass
  6. * - standard deviation 2.7
  7. * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
  8. * - "r" parameter control where "focused" horizontal line lies
  9. *
  10. * @constant
  11. * @type {Object}
  12. */
  13. const VerticalTiltShiftShader = {
  14. name: 'VerticalTiltShiftShader',
  15. uniforms: {
  16. 'tDiffuse': { value: null },
  17. 'v': { value: 1.0 / 512.0 },
  18. 'r': { value: 0.35 }
  19. },
  20. vertexShader: /* glsl */`
  21. varying vec2 vUv;
  22. void main() {
  23. vUv = uv;
  24. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  25. }`,
  26. fragmentShader: /* glsl */`
  27. uniform sampler2D tDiffuse;
  28. uniform float v;
  29. uniform float r;
  30. varying vec2 vUv;
  31. void main() {
  32. vec4 sum = vec4( 0.0 );
  33. float vv = v * abs( r - vUv.y );
  34. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;
  35. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;
  36. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;
  37. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;
  38. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
  39. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;
  40. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;
  41. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;
  42. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;
  43. gl_FragColor = sum;
  44. }`
  45. };
  46. export { VerticalTiltShiftShader };
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