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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 | |
*/ | |
const HorizontalTiltShiftShader = { | |
name: 'HorizontalTiltShiftShader', | |
uniforms: { | |
'tDiffuse': { value: null }, | |
'h': { value: 1.0 / 512.0 }, | |
'r': { value: 0.35 } | |
}, | |
vertexShader: /* glsl */` | |
varying vec2 vUv; | |
void main() { | |
vUv = uv; | |
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
}`, | |
fragmentShader: /* glsl */` | |
uniform sampler2D tDiffuse; | |
uniform float h; | |
uniform float r; | |
varying vec2 vUv; | |
void main() { | |
vec4 sum = vec4( 0.0 ); | |
float hh = h * abs( r - vUv.y ); | |
sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051; | |
sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918; | |
sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245; | |
sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531; | |
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633; | |
sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531; | |
sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245; | |
sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918; | |
sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051; | |
gl_FragColor = sum; | |
}` | |
}; | |
export { HorizontalTiltShiftShader }; | |