/** * @author alteredq / http://alteredqualia.com/ * * Focus shader * based on PaintEffect postprocess from ro.me * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js */ var FocusShader = { uniforms: { "tDiffuse": { value: null }, "screenWidth": { value: 1024 }, "screenHeight": { value: 1024 }, "sampleDistance": { value: 0.94 }, "waveFactor": { value: 0.00125 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", " vUv = uv;", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "uniform float screenWidth;", "uniform float screenHeight;", "uniform float sampleDistance;", "uniform float waveFactor;", "uniform sampler2D tDiffuse;", "varying vec2 vUv;", "void main() {", " vec4 color, org, tmp, add;", " float sample_dist, f;", " vec2 vin;", " vec2 uv = vUv;", " add = color = org = texture2D( tDiffuse, uv );", " vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );", " sample_dist = dot( vin, vin ) * 2.0;", " f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;", " vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );", " add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );", " if( tmp.b < color.b ) color = tmp;", " add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );", " if( tmp.b < color.b ) color = tmp;", " add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );", " if( tmp.b < color.b ) color = tmp;", " add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );", " if( tmp.b < color.b ) color = tmp;", " add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );", " if( tmp.b < color.b ) color = tmp;", " add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );", " if( tmp.b < color.b ) color = tmp;", " add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );", " if( tmp.b < color.b ) color = tmp;", " color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );", " color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );", " gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );", "}" ].join( "\n" ) }; export { FocusShader };