mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-16 19:17:57 +01:00
63 lines
1.6 KiB
JavaScript
Executable File
63 lines
1.6 KiB
JavaScript
Executable File
/**
|
|
* @author zz85 / http://www.lab4games.net/zz85/blog
|
|
*
|
|
* Two pass Gaussian blur filter (horizontal and vertical blur shaders)
|
|
* - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
|
|
* and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
|
|
*
|
|
* - 9 samples per pass
|
|
* - standard deviation 2.7
|
|
* - "h" and "v" parameters should be set to "1 / width" and "1 / height"
|
|
*/
|
|
|
|
THREE.HorizontalBlurShader = {
|
|
|
|
uniforms: {
|
|
|
|
"tDiffuse": { type: "t", value: null },
|
|
"h": { type: "f", value: 1.0 / 512.0 }
|
|
|
|
},
|
|
|
|
vertexShader: [
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vUv = uv;",
|
|
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n"),
|
|
|
|
fragmentShader: [
|
|
|
|
"uniform sampler2D tDiffuse;",
|
|
"uniform float h;",
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vec4 sum = vec4( 0.0 );",
|
|
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;",
|
|
"sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;",
|
|
|
|
"gl_FragColor = sum;",
|
|
|
|
"}"
|
|
|
|
].join("\n")
|
|
|
|
};
|