VerticalBlurShader.js 1.6 KB

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