HorizontalTiltShiftShader.js 1.6 KB
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/**
 * @author alteredq / http://alteredqualia.com/
 *
 * 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
 */

THREE.HorizontalTiltShiftShader = {

	uniforms: {

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		"tDiffuse": { value: null },
		"h":        { value: 1.0 / 512.0 },
		"r":        { value: 0.35 }
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	},

	vertexShader: [

		"varying vec2 vUv;",

		"void main() {",

			"vUv = uv;",
			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

		"}"

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	].join( "\n" ),
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	fragmentShader: [

		"uniform sampler2D tDiffuse;",
		"uniform float h;",
		"uniform float r;",

		"varying vec2 vUv;",

		"void main() {",

			"vec4 sum = vec4( 0.0 );",

			"float hh = h * abs( r - vUv.y );",

			"sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;",
			"sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;",
			"sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;",
			"sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;",
			"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
			"sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;",
			"sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;",
			"sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;",
			"sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;",

			"gl_FragColor = sum;",

		"}"

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	].join( "\n" )
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};