Buckets:
| ; | |
| Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); | |
| const FocusShader = { | |
| uniforms: { | |
| tDiffuse: { value: null }, | |
| screenWidth: { value: 1024 }, | |
| screenHeight: { value: 1024 }, | |
| sampleDistance: { value: 0.94 }, | |
| waveFactor: { value: 125e-5 } | |
| }, | |
| 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 ); | |
| } | |
| ` | |
| ) | |
| }; | |
| exports.FocusShader = FocusShader; | |
| //# sourceMappingURL=FocusShader.cjs.map | |
Xet Storage Details
- Size:
- 2.36 kB
- Xet hash:
- ee0765d61ee764b8014310dc788ccacf1f09b292f815b66706d2a8af713ff7f7
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