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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /shaders /TriangleBlurShader.js
| import { | |
| Vector2 | |
| } from 'three'; | |
| /** | |
| * Triangle blur shader | |
| * based on glfx.js triangle blur shader | |
| * https://github.com/evanw/glfx.js | |
| * | |
| * A basic blur filter, which convolves the image with a | |
| * pyramid filter. The pyramid filter is separable and is applied as two | |
| * perpendicular triangle filters. | |
| */ | |
| const TriangleBlurShader = { | |
| name: 'TriangleBlurShader', | |
| uniforms: { | |
| 'texture': { value: null }, | |
| 'delta': { value: 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 }; | |
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