Added simple tilt-shift effect to ShaderExtras.

This commit is contained in:
alteredq
2011-09-24 02:40:14 +02:00
parent d7c99de542
commit bbdef72e69
+121
View File
@@ -962,6 +962,127 @@ THREE.ShaderExtras = {
},
/* --------------------------------------------------------------------------------------------------
// 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
-------------------------------------------------------------------------------------------------- */
'horizontalTiltShift': {
uniforms: {
"tDiffuse": { type: "t", value: 0, texture: null },
"h": { type: "f", value: 1.0 / 512.0 },
"r": { type: "f", value: 0.35 }
},
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 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")
},
'verticalTiltShift': {
uniforms: {
"tDiffuse": { type: "t", value: 0, texture: null },
"v": { type: "f", value: 1.0 / 512.0 },
"r": { type: "f", value: 0.35 }
},
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 sampler2D tDiffuse;",
"uniform float v;",
"uniform float r;",
"varying vec2 vUv;",
"void main() {",
"vec4 sum = vec4( 0.0 );",
"float vv = v * abs( r - vUv.y );",
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;",
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;",
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;",
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;",
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;",
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;",
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;",
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;",
"gl_FragColor = sum;",
"}"
].join("\n")
},
// METHODS
buildKernel: function( sigma ) {