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| /** | |
| * @author zz85 / http://www.lab4games.net/zz85/blog | |
| * | |
| * Two pass Gaussian blur filter (horizontal and vertical blur shaders) | |
| * - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/ | |
| * and used in http://www.cake23.de/traveling-wavefronts-lit-up.html | |
| * | |
| * - 9 samples per pass | |
| * - standard deviation 2.7 | |
| * - "h" and "v" parameters should be set to "1 / width" and "1 / height" | |
| */ | |
| THREE.HorizontalBlurShader = { | |
| uniforms: { | |
| "tDiffuse": { value: null }, | |
| "h": { value: 1.0 / 512.0 } | |
| }, | |
| vertexShader: [ | |
| "varying vec2 vUv;", | |
| "void main() {", | |
| "vUv = uv;", | |
| "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", | |
| "}" | |
| ].join( "\n" ), | |
| fragmentShader: [ | |
| "uniform sampler2D tDiffuse;", | |
| "uniform float h;", | |
| "varying vec2 vUv;", | |
| "void main() {", | |
| "vec4 sum = vec4( 0.0 );", | |
| "sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;", | |
| "sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;", | |
| "sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;", | |
| "sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;", | |
| "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;", | |
| "sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;", | |
| "sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;", | |
| "sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;", | |
| "sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;", | |
| "gl_FragColor = sum;", | |
| "}" | |
| ].join( "\n" ) | |
| }; | |