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FocusShader.js
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/**
* @author alteredq / http://alteredqualia.com/
*
* 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
*/
THREE.FocusShader = {
uniforms: {
"tDiffuse": { value: null },
"screenWidth": { value: 1024 },
"screenHeight": { value: 1024 },
"sampleDistance": { value: 0.94 },
"waveFactor": { value: 0.00125 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
" vUv = uv;",
" 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" )
};