/** * @author alteredq / http://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 */ var HorizontalTiltShiftShader = { uniforms: { "tDiffuse": { value: null }, "h": { value: 1.0 / 512.0 }, "r": { 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" ) }; export { HorizontalTiltShiftShader };