VerticalTiltShiftShader.js 1.6 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465
  1. /**
  2. * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
  3. *
  4. * - 9 samples per pass
  5. * - standard deviation 2.7
  6. * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
  7. * - "r" parameter control where "focused" horizontal line lies
  8. */
  9. var VerticalTiltShiftShader = {
  10. uniforms: {
  11. 'tDiffuse': { value: null },
  12. 'v': { value: 1.0 / 512.0 },
  13. 'r': { value: 0.35 }
  14. },
  15. vertexShader: [
  16. 'varying vec2 vUv;',
  17. 'void main() {',
  18. ' vUv = uv;',
  19. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  20. '}'
  21. ].join( '\n' ),
  22. fragmentShader: [
  23. 'uniform sampler2D tDiffuse;',
  24. 'uniform float v;',
  25. 'uniform float r;',
  26. 'varying vec2 vUv;',
  27. 'void main() {',
  28. ' vec4 sum = vec4( 0.0 );',
  29. ' float vv = v * abs( r - vUv.y );',
  30. ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;',
  31. ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;',
  32. ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;',
  33. ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;',
  34. ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;',
  35. ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;',
  36. ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;',
  37. ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;',
  38. ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;',
  39. ' gl_FragColor = sum;',
  40. '}'
  41. ].join( '\n' )
  42. };
  43. export { VerticalTiltShiftShader };