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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /shaders /FocusShader.js
| /** | |
| * 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 }; | |
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