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ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /shaders /TriangleBlurShader.js
| import { Vector2 } from "three"; | |
| const TriangleBlurShader = { | |
| uniforms: { | |
| texture: { value: null }, | |
| delta: { value: /* @__PURE__ */ new Vector2(1, 1) } | |
| }, | |
| vertexShader: ( | |
| /* glsl */ | |
| ` | |
| varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| } | |
| ` | |
| ), | |
| fragmentShader: ( | |
| /* glsl */ | |
| ` | |
| #include <common> | |
| #define ITERATIONS 10.0 | |
| uniform sampler2D texture; | |
| uniform vec2 delta; | |
| varying vec2 vUv; | |
| void main() { | |
| vec4 color = vec4( 0.0 ); | |
| float total = 0.0; | |
| // randomize the lookup values to hide the fixed number of samples | |
| float offset = rand( vUv ); | |
| for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) { | |
| float percent = ( t + offset - 0.5 ) / ITERATIONS; | |
| float weight = 1.0 - abs( percent ); | |
| color += texture2D( texture, vUv + delta * percent ) * weight; | |
| total += weight; | |
| } | |
| gl_FragColor = color / total; | |
| } | |
| ` | |
| ) | |
| }; | |
| export { | |
| TriangleBlurShader | |
| }; | |
| //# sourceMappingURL=TriangleBlurShader.js.map | |
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- 1.11 kB
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