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Created May 4, 2016 03:12
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Triangle Blur - ShaderUtils
/**
* @author alteredq / http://alteredqualia.com/
*
* ShaderExtras currently contains:
*
* screen
* convolution
* film
* bokeh
* sepia
* dotscreen
* vignette
* bleachbypass
* basic
* dofmipmap
* focus
*/
THREE.ShaderExtras = {
/* -------------------------------------------------------------------------
// Full-screen textured quad shader
------------------------------------------------------------------------- */
'screen': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
opacity: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform float opacity;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
"vec4 texel = texture2D( tDiffuse, vUv );",
"gl_FragColor = opacity * texel;",
"}"
].join("\n")
},
/* ------------------------------------------------------------------------
// Convolution shader
// - ported from o3d sample to WebGL / GLSL
// http://o3d.googlecode.com/svn/trunk/samples/convolution.html
------------------------------------------------------------------------ */
'convolution': {
uniforms: {
"tDiffuse" : { type: "t", value: 0, texture: null },
"uImageIncrement" : { type: "v2", value: new THREE.Vector2( 0.001953125, 0.0 ) },
"cKernel" : { type: "fv1", value: [] }
},
vertexShader: [
//"#define KERNEL_SIZE 25.0",
"uniform vec2 uImageIncrement;",
"varying vec2 vUv;",
"void main() {",
"vUv = uv - ( ( KERNEL_SIZE - 1.0 ) / 2.0 ) * uImageIncrement;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
//"#define KERNEL_SIZE 25",
"uniform float cKernel[ KERNEL_SIZE ];",
"uniform sampler2D tDiffuse;",
"uniform vec2 uImageIncrement;",
"varying vec2 vUv;",
"void main() {",
"vec2 imageCoord = vUv;",
"vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
"for( int i = 0; i < KERNEL_SIZE; i ++ ) {",
"sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
"imageCoord += uImageIncrement;",
"}",
"gl_FragColor = sum;",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Film grain & scanlines shader
// - ported from HLSL to WebGL / GLSL
// http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
// Screen Space Static Postprocessor
//
// Produces an analogue noise overlay similar to a film grain / TV static
//
// Original implementation and noise algorithm
// Pat 'Hawthorne' Shearon
//
// Optimized scanlines + noise version with intensity scaling
// Georg 'Leviathan' Steinrohder
// This version is provided under a Creative Commons Attribution 3.0 License
// http://creativecommons.org/licenses/by/3.0/
------------------------------------------------------------------------- */
'film': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
time: { type: "f", value: 0.0 },
nIntensity: { type: "f", value: 0.5 },
sIntensity: { type: "f", value: 0.05 },
sCount: { type: "f", value: 4096 },
grayscale: { type: "i", value: 1 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
// control parameter
"uniform float time;",
"uniform bool grayscale;",
// noise effect intensity value (0 = no effect, 1 = full effect)
"uniform float nIntensity;",
// scanlines effect intensity value (0 = no effect, 1 = full effect)
"uniform float sIntensity;",
// scanlines effect count value (0 = no effect, 4096 = full effect)
"uniform float sCount;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
// sample the source
"vec4 cTextureScreen = texture2D( tDiffuse, vUv );",
// make some noise
"float x = vUv.x * vUv.y * time * 1000.0;",
"x = mod( x, 13.0 ) * mod( x, 123.0 );",
"float dx = mod( x, 0.01 );",
// add noise
"vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );",
// get us a sine and cosine
"vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );",
// add scanlines
"cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;",
// interpolate between source and result by intensity
"cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );",
// convert to grayscale if desired
"if( grayscale ) {",
"cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );",
"}",
"gl_FragColor = vec4( cResult, cTextureScreen.a );",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Depth-of-field shader with bokeh
// ported from GLSL shader by Martins Upitis
// http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
------------------------------------------------------------------------- */
'bokeh' : {
uniforms: { tColor: { type: "t", value: 0, texture: null },
tDepth: { type: "t", value: 1, texture: null },
focus: { type: "f", value: 1.0 },
aspect: { type: "f", value: 1.0 },
aperture: { type: "f", value: 0.025 },
maxblur: { type: "f", value: 1.0 },
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"varying vec2 vUv;",
"uniform sampler2D tColor;",
"uniform sampler2D tDepth;",
"uniform float maxblur;", // max blur amount
"uniform float aperture;", // aperture - bigger values for shallower depth of field
"uniform float focus;",
"uniform float aspect;",
"void main() {",
"vec2 aspectcorrect = vec2( 1.0, aspect );",
"vec4 depth1 = texture2D( tDepth, vUv );",
"float factor = depth1.x - focus;",
"vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );",
"vec2 dofblur9 = dofblur * 0.9;",
"vec2 dofblur7 = dofblur * 0.7;",
"vec2 dofblur4 = dofblur * 0.4;",
"vec4 col = vec4( 0.0 );",
"col += texture2D( tColor, vUv.xy );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
"col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );",
"gl_FragColor = col / 41.0;",
"gl_FragColor.a = 1.0;",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Depth-of-field shader using mipmaps
// - from Matt Handley @applmak
// - requires power-of-2 sized render target with enabled mipmaps
------------------------------------------------------------------------- */
'dofmipmap': {
uniforms: {
tColor: { type: "t", value: 0, texture: null },
tDepth: { type: "t", value: 1, texture: null },
focus: { type: "f", value: 1.0 },
maxblur: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform float focus;",
"uniform float maxblur;",
"uniform sampler2D tColor;",
"uniform sampler2D tDepth;",
"varying vec2 vUv;",
"void main() {",
"vec4 depth = texture2D( tDepth, vUv );",
"float factor = depth.x - focus;",
"vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );",
"gl_FragColor = col;",
"gl_FragColor.a = 1.0;",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Sepia tone shader
// - based on glfx.js sepia shader
// https://github.com/evanw/glfx.js
------------------------------------------------------------------------- */
'sepia': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
amount: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform float amount;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
"vec4 color = texture2D( tDiffuse, vUv );",
"vec3 c = color.rgb;",
"color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
"color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
"color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
"gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Dot screen shader
// - based on glfx.js sepia shader
// https://github.com/evanw/glfx.js
------------------------------------------------------------------------- */
'dotscreen': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
tSize: { type: "v2", value: new THREE.Vector2( 256, 256 ) },
center: { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
angle: { type: "f", value: 1.57 },
scale: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform vec2 center;",
"uniform float angle;",
"uniform float scale;",
"uniform vec2 tSize;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"float pattern() {",
"float s = sin( angle ), c = cos( angle );",
"vec2 tex = vUv * tSize - center;",
"vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;",
"return ( sin( point.x ) * sin( point.y ) ) * 4.0;",
"}",
"void main() {",
"vec4 color = texture2D( tDiffuse, vUv );",
"float average = ( color.r + color.g + color.b ) / 3.0;",
"gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );",
"}"
].join("\n")
},
/* ------------------------------------------------------------------------------------------------
// Vignette shader
// - based on PaintEffect postprocess from ro.me
// http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
------------------------------------------------------------------------------------------------ */
'vignette': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
offset: { type: "f", value: 1.0 },
darkness: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform float offset;",
"uniform float darkness;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
// Eskil's vignette
"vec4 texel = texture2D( tDiffuse, vUv );",
"vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );",
"gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );",
/*
// alternative version from glfx.js
// this one makes more "dusty" look (as opposed to "burned")
"vec4 color = texture2D( tDiffuse, vUv );",
"float dist = distance( vUv, vec2( 0.5 ) );",
"color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
"gl_FragColor = color;",
*/
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
// - based on Nvidia example
// http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
------------------------------------------------------------------------- */
'bleachbypass': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
opacity: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform float opacity;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
"vec4 base = texture2D( tDiffuse, vUv );",
"vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );",
"float lum = dot( lumCoeff, base.rgb );",
"vec3 blend = vec3( lum );",
"float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );",
"vec3 result1 = 2.0 * base.rgb * blend;",
"vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );",
"vec3 newColor = mix( result1, result2, L );",
"float A2 = opacity * base.a;",
"vec3 mixRGB = A2 * newColor.rgb;",
"mixRGB += ( ( 1.0 - A2 ) * base.rgb );",
"gl_FragColor = vec4( mixRGB, base.a );",
"}"
].join("\n")
},
/* --------------------------------------------------------------------------------------------------
// 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
-------------------------------------------------------------------------------------------------- */
'focus': {
uniforms : {
"tDiffuse": { type: "t", value: 0, texture: null },
"screenWidth": { type: "f", value: 1024 },
"screenHeight": { type: "f", value: 1024 },
"sampleDistance": { type: "f", value: 0.94 },
"waveFactor": { type: "f", value: 0.00125 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"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 );",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Triangle Blur shader
// - based on glfx.js triangle blur shader
// - This is the most basic blur filter, which convolves the image with a
// pyramid filter. The pyramid filter is separable and is applied as two
// radius The radius of the pyramid convolved with the image.
// https://github.com/evanw/glfx.js
------------------------------------------------------------------------- */
'triangleBlur': {
uniforms : {
"texture": { type: "t", value: 0, texture: null },
"delta": { type: "v2", value:new THREE.Vector2( 1, 1 ) },
"iterations": { type: "f", value: 30 }
},
vertexShader: [
"varying vec2 texCoord;",
"void main() {",
"texCoord = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader:
'\
uniform sampler2D texture;\
uniform vec2 delta;\
varying vec2 texCoord;\
\
float random(vec3 scale, float seed) {\
/* use the fragment position for a different seed per-pixel */\
return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\
}\
void main() {\
vec4 color = vec4(0.0);\
float total = 0.0;\
\
/* randomize the lookup values to hide the fixed number of samples */\
float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\
\
for (float t = -30.0; t <= 30.0; t++) {\
float percent = (t + offset - 0.5) / 30.0;\
float weight = 1.0 - abs(percent);\
color += texture2D(texture, texCoord + delta * percent) * weight;\
total += weight;\
}\
gl_FragColor = color / total;\
}\
'
},
/* -------------------------------------------------------------------------
// Simple test shader
------------------------------------------------------------------------- */
'basic': {
uniforms: {},
vertexShader: [
"void main() {",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"void main() {",
"gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );",
"}"
].join("\n")
},
// METHODS
buildKernel: function( sigma ) {
// We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
function gauss( x, sigma ) {
return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
}
var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
halfWidth = ( kernelSize - 1 ) * 0.5
values = new Array( kernelSize );
sum = 0.0;
for ( i = 0; i < kernelSize; ++i ) {
values[ i ] = gauss( i - halfWidth, sigma );
sum += values[ i ];
}
// normalize the kernel
for ( i = 0; i < kernelSize; ++i ) values[ i ] /= sum;
return values;
}
};
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