topical media & game development
mobile-query-three-vendor-three.js-shaders-HorizontalTiltShiftShader.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.HorizontalTiltShiftShader = {
uniforms: {
"tDiffuse": { type: "t", value: null },
"h": { 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 h;",
"uniform float r;",
"varying vec2 vUv;",
"void main() {",
"vec4 sum = vec4( 0.0 );",
"float hh = h * abs( r - vUv.y );",
"sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;",
"sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;",
"sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;",
"sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;",
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
"sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;",
"sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;",
"sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;",
"sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;",
"gl_FragColor = sum;",
"}"
].join("\n")
};
(C) Æliens
04/09/2009
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.