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/** | |
* Focus shader | |
* based on PaintEffect postprocess from ro.me | |
* http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js | |
*/ | |
const FocusShader = { | |
name: 'FocusShader', | |
uniforms: { | |
'tDiffuse': { value: null }, | |
'screenWidth': { value: 1024 }, | |
'screenHeight': { value: 1024 }, | |
'sampleDistance': { value: 0.94 }, | |
'waveFactor': { value: 0.00125 } | |
}, | |
vertexShader: /* glsl */` | |
varying vec2 vUv; | |
void main() { | |
vUv = uv; | |
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
}`, | |
fragmentShader: /* glsl */` | |
uniform float screenWidth; | |
uniform float screenHeight; | |
uniform float sampleDistance; | |
uniform float waveFactor; | |
uniform sampler2D tDiffuse; | |
varying vec2 vUv; | |
void main() { | |
vec4 color, org, tmp, add; | |
float sample_dist, f; | |
vec2 vin; | |
vec2 uv = vUv; | |
add = color = org = texture2D( tDiffuse, uv ); | |
vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 ); | |
sample_dist = dot( vin, vin ) * 2.0; | |
f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0; | |
vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f ); | |
add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize ); | |
if( tmp.b < color.b ) color = tmp; | |
add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize ); | |
if( tmp.b < color.b ) color = tmp; | |
add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize ); | |
if( tmp.b < color.b ) color = tmp; | |
add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize ); | |
if( tmp.b < color.b ) color = tmp; | |
add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize ); | |
if( tmp.b < color.b ) color = tmp; | |
add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize ); | |
if( tmp.b < color.b ) color = tmp; | |
add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize ); | |
if( tmp.b < color.b ) color = tmp; | |
color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) ); | |
color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) ); | |
gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 ); | |
}` | |
}; | |
export { FocusShader }; | |