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HorizontalTiltShiftShader.js
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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
*/
var HorizontalTiltShiftShader = {
uniforms: {
"tDiffuse": { value: null },
"h": { value: 1.0 / 512.0 },
"r": { value: 0.35 }
},
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;",
"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;",
"}"
].join( "\n" )
};
export { HorizontalTiltShiftShader };