Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /shaders /VerticalBlurShader.js
| const VerticalBlurShader = { | |
| uniforms: { | |
| tDiffuse: { value: null }, | |
| v: { value: 1 / 512 } | |
| }, | |
| vertexShader: ( | |
| /* glsl */ | |
| ` | |
| varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| } | |
| ` | |
| ), | |
| fragmentShader: ( | |
| /* glsl */ | |
| ` | |
| uniform sampler2D tDiffuse; | |
| uniform float v; | |
| varying vec2 vUv; | |
| void main() { | |
| vec4 sum = vec4( 0.0 ); | |
| sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051; | |
| sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918; | |
| sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245; | |
| sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531; | |
| sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633; | |
| sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531; | |
| sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245; | |
| sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918; | |
| sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051; | |
| gl_FragColor = sum; | |
| } | |
| ` | |
| ) | |
| }; | |
| export { | |
| VerticalBlurShader | |
| }; | |
| //# sourceMappingURL=VerticalBlurShader.js.map | |
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- 1.24 kB
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