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mobile-query-three-vendor-three-r53.js-shaders-VerticalTiltShiftShader.js / js



  

author: alteredq / alteredqualia.com/ 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

  
  
  THREE.VerticalTiltShiftShader = {
  
          uniforms: {
  
                  "tDiffuse": { type: "t", value: null },
                  "v":        { type: "f", value: 1.0 / 512.0 },
                  "r":        { type: "f", value: 0.35 }
  
          },
  
          vertexShader: [
  
                  "varying vec2 vUv;",
  
                  "void main() {",
  
                          "vUv = uv;",
                          "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")
  
  };
  


(C) Æliens 04/09/2009

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