62 lines
1.1 KiB
JavaScript
62 lines
1.1 KiB
JavaScript
import { Vector2 } from "three";
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const TriangleBlurShader = {
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uniforms: {
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texture: { value: null },
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delta: { value: /* @__PURE__ */ new Vector2(1, 1) }
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},
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vertexShader: (
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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#include <common>
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#define ITERATIONS 10.0
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uniform sampler2D texture;
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uniform vec2 delta;
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varying vec2 vUv;
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void main() {
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vec4 color = vec4( 0.0 );
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float total = 0.0;
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// randomize the lookup values to hide the fixed number of samples
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float offset = rand( vUv );
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for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {
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float percent = ( t + offset - 0.5 ) / ITERATIONS;
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float weight = 1.0 - abs( percent );
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color += texture2D( texture, vUv + delta * percent ) * weight;
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total += weight;
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}
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gl_FragColor = color / total;
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}
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`
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)
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};
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export {
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TriangleBlurShader
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};
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//# sourceMappingURL=TriangleBlurShader.js.map
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