You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
90 lines
2.3 KiB
90 lines
2.3 KiB
6 months ago
|
/**
|
||
|
* 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
|
||
|
*/
|
||
|
|
||
|
const FocusShader = {
|
||
|
|
||
|
name: 'FocusShader',
|
||
|
|
||
|
uniforms: {
|
||
|
|
||
|
'tDiffuse': { value: null },
|
||
|
'screenWidth': { value: 1024 },
|
||
|
'screenHeight': { value: 1024 },
|
||
|
'sampleDistance': { value: 0.94 },
|
||
|
'waveFactor': { value: 0.00125 }
|
||
|
|
||
|
},
|
||
|
|
||
|
vertexShader: /* glsl */`
|
||
|
|
||
|
varying vec2 vUv;
|
||
|
|
||
|
void main() {
|
||
|
|
||
|
vUv = uv;
|
||
|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||
|
|
||
|
}`,
|
||
|
|
||
|
fragmentShader: /* glsl */`
|
||
|
|
||
|
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 );
|
||
|
|
||
|
}`
|
||
|
|
||
|
};
|
||
|
|
||
|
export { FocusShader };
|