mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 15:34:57 +01:00
79 lines
1.5 KiB
JavaScript
79 lines
1.5 KiB
JavaScript
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/**
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* @author zz85 / http://www.lab4games.net/zz85/blog
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*
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* Triangle blur shader
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* based on glfx.js triangle blur shader
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* https://github.com/evanw/glfx.js
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*
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* A basic blur filter, which convolves the image with a
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* pyramid filter. The pyramid filter is separable and is applied as two
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* perpendicular triangle filters.
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*/
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THREE.TriangleBlurShader = {
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uniforms : {
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"texture": { type: "t", value: null },
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"delta": { type: "v2", value:new THREE.Vector2( 1, 1 ) }
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},
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vertexShader: [
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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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].join("\n"),
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fragmentShader: [
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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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"float random( vec3 scale, float seed ) {",
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// use the fragment position for a different seed per-pixel
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"return fract( sin( dot( gl_FragCoord.xyz + seed, scale ) ) * 43758.5453 + seed );",
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"}",
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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 = random( vec3( 12.9898, 78.233, 151.7182 ), 0.0 );",
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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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].join("\n")
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};
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