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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /shaders /VerticalTiltShiftShader.js
| /** | |
| * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position | |
| * | |
| * - 9 samples per pass | |
| * - standard deviation 2.7 | |
| * - "h" and "v" parameters should be set to "1 / width" and "1 / height" | |
| * - "r" parameter control where "focused" horizontal line lies | |
| */ | |
| const VerticalTiltShiftShader = { | |
| name: 'VerticalTiltShiftShader', | |
| uniforms: { | |
| 'tDiffuse': { value: null }, | |
| 'v': { value: 1.0 / 512.0 }, | |
| 'r': { value: 0.35 } | |
| }, | |
| 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; | |
| uniform float r; | |
| varying vec2 vUv; | |
| void main() { | |
| vec4 sum = vec4( 0.0 ); | |
| float vv = v * abs( r - vUv.y ); | |
| sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051; | |
| sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918; | |
| sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245; | |
| sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531; | |
| sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633; | |
| sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531; | |
| sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245; | |
| sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918; | |
| sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051; | |
| gl_FragColor = sum; | |
| }` | |
| }; | |
| export { VerticalTiltShiftShader }; | |
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