VerticalTiltShiftShader.js 1.7 KB

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  1. /**
  2. * @module VerticalTiltShiftShader
  3. * @three_import import { VerticalTiltShiftShader } from 'three/addons/shaders/VerticalTiltShiftShader.js';
  4. */
  5. /**
  6. * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
  7. *
  8. * - 9 samples per pass
  9. * - standard deviation 2.7
  10. * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
  11. * - "r" parameter control where "focused" horizontal line lies
  12. *
  13. * @constant
  14. * @type {ShaderMaterial~Shader}
  15. */
  16. const VerticalTiltShiftShader = {
  17. name: 'VerticalTiltShiftShader',
  18. uniforms: {
  19. 'tDiffuse': { value: null },
  20. 'v': { value: 1.0 / 512.0 },
  21. 'r': { value: 0.35 }
  22. },
  23. vertexShader: /* glsl */`
  24. varying vec2 vUv;
  25. void main() {
  26. vUv = uv;
  27. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  28. }`,
  29. fragmentShader: /* glsl */`
  30. uniform sampler2D tDiffuse;
  31. uniform float v;
  32. uniform float r;
  33. varying vec2 vUv;
  34. void main() {
  35. vec4 sum = vec4( 0.0 );
  36. float vv = v * abs( r - vUv.y );
  37. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;
  38. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;
  39. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;
  40. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;
  41. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
  42. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;
  43. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;
  44. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;
  45. sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;
  46. gl_FragColor = sum;
  47. }`
  48. };
  49. export { VerticalTiltShiftShader };