( function () { /** * Triangle blur shader * based on glfx.js triangle blur shader * https://github.com/evanw/glfx.js * * A basic blur filter, which convolves the image with a * pyramid filter. The pyramid filter is separable and is applied as two * perpendicular triangle filters. */ const TriangleBlurShader = { uniforms: { 'texture': { value: null }, 'delta': { value: new THREE.Vector2( 1, 1 ) } }, vertexShader: /* glsl */ ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, fragmentShader: /* glsl */ ` #include <common> #define ITERATIONS 10.0 uniform sampler2D texture; uniform vec2 delta; varying vec2 vUv; void main() { vec4 color = vec4( 0.0 ); float total = 0.0; // randomize the lookup values to hide the fixed number of samples float offset = rand( vUv ); for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) { float percent = ( t + offset - 0.5 ) / ITERATIONS; float weight = 1.0 - abs( percent ); color += texture2D( texture, vUv + delta * percent ) * weight; total += weight; } gl_FragColor = color / total; }` }; THREE.TriangleBlurShader = TriangleBlurShader; } )();