HorizontalBlurShader.js 1.6 KB

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  1. /**
  2. * @module HorizontalBlurShader
  3. * @three_import import { HorizontalBlurShader } from 'three/addons/shaders/HorizontalBlurShader.js';
  4. */
  5. /**
  6. * Two pass Gaussian blur filter (horizontal and vertical blur shaders).
  7. *
  8. * References:
  9. * - {@link http://www.cake23.de/traveling-wavefronts-lit-up.html}.
  10. *
  11. * - 9 samples per pass
  12. * - standard deviation 2.7
  13. * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
  14. *
  15. * @constant
  16. * @type {ShaderMaterial~Shader}
  17. */
  18. const HorizontalBlurShader = {
  19. name: 'HorizontalBlurShader',
  20. uniforms: {
  21. 'tDiffuse': { value: null },
  22. 'h': { value: 1.0 / 512.0 }
  23. },
  24. vertexShader: /* glsl */`
  25. varying vec2 vUv;
  26. void main() {
  27. vUv = uv;
  28. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  29. }`,
  30. fragmentShader: /* glsl */`
  31. uniform sampler2D tDiffuse;
  32. uniform float h;
  33. varying vec2 vUv;
  34. void main() {
  35. vec4 sum = vec4( 0.0 );
  36. sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;
  37. sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;
  38. sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;
  39. sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;
  40. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
  41. sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;
  42. sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;
  43. sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;
  44. sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;
  45. gl_FragColor = sum;
  46. }`
  47. };
  48. export { HorizontalBlurShader };