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



  

author: zz85 / 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.VerticalBlurShader = {
  
          uniforms: {
  
                  "tDiffuse": { type: "t", value: null },
                  "v":        { 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 v;",
  
                  "varying vec2 vUv;",
  
                  "void main() {",
  
                          "vec4 sum = vec4( 0.0 );",
  
                          "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;",
                          "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;",
                          "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;",
                          "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;",
                          "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
                          "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;",
                          "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;",
                          "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;",
                          "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;",
  
                          "gl_FragColor = sum;",
  
                  "}"
  
          ].join("\n")
  
  };
  


(C) Æliens 04/09/2009

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