boxBlur.js 2.7 KB

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  1. import { Fn, vec2, uv, Loop, vec4, premultiplyAlpha, unpremultiplyAlpha, max, int, textureSize, nodeObject, convertToTexture } from 'three/tsl';
  2. /**
  3. * Applies a box blur effect to the given texture node.
  4. *
  5. * Compared to Gaussian blur, box blur produces a more blocky result but with better performance when correctly
  6. * configured. It is intended for mobile devices or performance restricted use cases where Gaussian is too heavy.
  7. *
  8. * The (kernel) `size` parameter should be small (1, 2 or 3) since it determines the number of samples based on (size * 2 + 1)^2.
  9. * This implementation uses a single pass approach so the kernel is not applied as a separable filter. That means larger
  10. * kernels won't perform well. Use Gaussian instead if you need a more high-quality blur.
  11. *
  12. * To produce wider blurs, increase the `separation` parameter instead which has no influence on the performance.
  13. *
  14. * Reference: {@link https://github.com/lettier/3d-game-shaders-for-beginners/blob/master/demonstration/shaders/fragment/box-blur.frag}.
  15. *
  16. * @tsl
  17. * @function
  18. * @param {Node<vec4>} textureNode - The texture node that should be blurred.
  19. * @param {Object} [options={}] - Additional options for the hash blur effect.
  20. * @param {Node<int>} [options.size=int(1)] - Controls the blur's kernel. For performant results, the range should within [1, 3].
  21. * @param {Node<int>} [options.separation=int(1)] - Spreads out the blur without having to sample additional fragments. Ranges from [1, Infinity].
  22. * @param {boolean} [options.premultipliedAlpha=false] - Whether to use premultiplied alpha for the blur effect.
  23. * @return {Node<vec4>} The blurred texture node.
  24. */
  25. export const boxBlur = /*#__PURE__*/ Fn( ( [ textureNode, options = {} ] ) => {
  26. textureNode = convertToTexture( textureNode );
  27. const size = nodeObject( options.size ) || int( 1 );
  28. const separation = nodeObject( options.separation ) || int( 1 );
  29. const premultipliedAlpha = options.premultipliedAlpha || false;
  30. const tap = ( uv ) => {
  31. const sample = textureNode.sample( uv );
  32. return premultipliedAlpha ? premultiplyAlpha( sample ) : sample;
  33. };
  34. const targetUV = textureNode.uvNode || uv();
  35. const result = vec4( 0 );
  36. const sep = max( separation, 1 );
  37. const count = int( 0 );
  38. const pixelStep = vec2( 1 ).div( textureSize( textureNode ) );
  39. Loop( { start: size.negate(), end: size, name: 'i', condition: '<=' }, ( { i } ) => {
  40. Loop( { start: size.negate(), end: size, name: 'j', condition: '<=' }, ( { j } ) => {
  41. const uvs = targetUV.add( vec2( i, j ).mul( pixelStep ).mul( sep ) );
  42. result.addAssign( tap( uvs ) );
  43. count.addAssign( 1 );
  44. } );
  45. } );
  46. result.divAssign( count );
  47. return premultipliedAlpha ? unpremultiplyAlpha( result ) : result;
  48. } );
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