From bbdef72e69e9ba6efdbb41af502d294281fc29ed Mon Sep 17 00:00:00 2001 From: alteredq Date: Sat, 24 Sep 2011 02:40:14 +0200 Subject: [PATCH] Added simple tilt-shift effect to ShaderExtras. --- examples/js/ShaderExtras.js | 121 ++++++++++++++++++++++++++++++++++++ 1 file changed, 121 insertions(+) diff --git a/examples/js/ShaderExtras.js b/examples/js/ShaderExtras.js index 5f3479c1..a101afe3 100644 --- a/examples/js/ShaderExtras.js +++ b/examples/js/ShaderExtras.js @@ -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 ) {