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- /**
- * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
- *
- * - 9 samples per pass
- * - standard deviation 2.7
- * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
- * - "r" parameter control where "focused" horizontal line lies
- */
- var VerticalTiltShiftShader = {
- uniforms: {
- 'tDiffuse': { value: null },
- 'v': { value: 1.0 / 512.0 },
- 'r': { value: 0.35 }
- },
- vertexShader: [
- 'varying vec2 vUv;',
- 'void main() {',
- ' vUv = uv;',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- 'uniform sampler2D tDiffuse;',
- 'uniform float v;',
- 'uniform float r;',
- 'varying vec2 vUv;',
- 'void main() {',
- ' vec4 sum = vec4( 0.0 );',
- ' float vv = v * abs( r - vUv.y );',
- ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;',
- ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;',
- ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;',
- ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;',
- ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;',
- ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;',
- ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;',
- ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;',
- ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;',
- ' gl_FragColor = sum;',
- '}'
- ].join( '\n' )
- };
- export { VerticalTiltShiftShader };
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