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- import {
- Vector2
- } from 'three';
- /**
- * @module TriangleBlurShader
- * @three_import import { TriangleBlurShader } from 'three/addons/shaders/TriangleBlurShader.js';
- */
- /**
- * Triangle blur shader based on [glfx.js triangle blur shader]{@link 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.
- *
- * @constant
- * @type {ShaderMaterial~Shader}
- */
- const TriangleBlurShader = {
- name: 'TriangleBlurShader',
- uniforms: {
- 'texture': { value: null },
- 'delta': { value: new 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;
- }`
- };
- export { TriangleBlurShader };
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