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Файл: Space race/libs/ShaderExtras.js
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<?php
/**
 * @author alteredq / http://alteredqualia.com/
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * @author davidedc / http://www.sketchpatch.net/
 *
 * ShaderExtras currently contains:
 *
 *    screen
 *    convolution
 *    film
 *     bokeh
 *  sepia
 *    dotscreen
 *    vignette
 *  bleachbypass
 *    basic
 *  dofmipmap
 *  focus
 *  triangleBlur
 *  horizontalBlur + verticalBlur
 *  horizontalTiltShift + verticalTiltShift
 *  blend
 *  fxaa
 *  luminosity
 *  colorCorrection
 *  normalmap
 *  ssao
 *  colorify
 *  unpackDepthRGBA
 */

THREE.ShaderExtras = {

    
/* -------------------------------------------------------------------------
    //    Full-screen textured quad shader
     ------------------------------------------------------------------------- */

    
'screen': {

        
uniforms: {

            
tDiffuse: { type"t"value0texturenull },
            
opacity:  { type"f"value1.0 }

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",
                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
"uniform float opacity;",

            
"uniform sampler2D tDiffuse;",

            
"varying vec2 vUv;",

            
"void main() {",

                
"vec4 texel = texture2D( tDiffuse, vUv );",
                
"gl_FragColor = opacity * texel;",

            
"}"

        
].join("n")

    },

    
/* ------------------------------------------------------------------------
    //    Convolution shader
    //      - ported from o3d sample to WebGL / GLSL
    //            http://o3d.googlecode.com/svn/trunk/samples/convolution.html
    ------------------------------------------------------------------------ */

    
'convolution': {

        
uniforms: {

            
"tDiffuse" :         { type"t"value0texturenull },
            
"uImageIncrement" : { type"v2"value: new THREE.Vector20.0019531250.0 ) },
            
"cKernel" :         { type"fv1"value: [] }

        },

        
vertexShader: [

            
//"#define KERNEL_SIZE 25.0",

            
"uniform vec2 uImageIncrement;",

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv - ( ( KERNEL_SIZE - 1.0 ) / 2.0 ) * uImageIncrement;",
                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
//"#define KERNEL_SIZE 25",
            
"uniform float cKernel[ KERNEL_SIZE ];",

            
"uniform sampler2D tDiffuse;",
            
"uniform vec2 uImageIncrement;",

            
"varying vec2 vUv;",

            
"void main() {",

                
"vec2 imageCoord = vUv;",
                
"vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",

                
"for( int i = 0; i < KERNEL_SIZE; i ++ ) {",

                    
"sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
                    
"imageCoord += uImageIncrement;",

                
"}",

                
"gl_FragColor = sum;",

            
"}"


        
].join("n")

    },

    
/* -------------------------------------------------------------------------

    // Film grain & scanlines shader

    //    - ported from HLSL to WebGL / GLSL
    //      http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html

    // Screen Space Static Postprocessor
    //
    // Produces an analogue noise overlay similar to a film grain / TV static
    //
    // Original implementation and noise algorithm
    // Pat 'Hawthorne' Shearon
    //
    // Optimized scanlines + noise version with intensity scaling
    // Georg 'Leviathan' Steinrohder

    // This version is provided under a Creative Commons Attribution 3.0 License
    // http://creativecommons.org/licenses/by/3.0/
     ------------------------------------------------------------------------- */

    
'film': {

        
uniforms: {

            
tDiffuse:   { type"t"value0texturenull },
            
time:         { type"f"value0.0 },
            
nIntensity: { type"f"value0.5 },
            
sIntensity: { type"f"value0.05 },
            
sCount:     { type"f"value4096 },
            
grayscale:  { type"i"value}

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",
                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
// control parameter
            
"uniform float time;",

            
"uniform bool grayscale;",

            
// noise effect intensity value (0 = no effect, 1 = full effect)
            
"uniform float nIntensity;",

            
// scanlines effect intensity value (0 = no effect, 1 = full effect)
            
"uniform float sIntensity;",

            
// scanlines effect count value (0 = no effect, 4096 = full effect)
            
"uniform float sCount;",

            
"uniform sampler2D tDiffuse;",

            
"varying vec2 vUv;",

            
"void main() {",

                
// sample the source
                
"vec4 cTextureScreen = texture2D( tDiffuse, vUv );",

                
// make some noise
                
"float x = vUv.x * vUv.y * time *  1000.0;",
                
"x = mod( x, 13.0 ) * mod( x, 123.0 );",
                
"float dx = mod( x, 0.01 );",

                
// add noise
                
"vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );",

                
// get us a sine and cosine
                
"vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );",

                
// add scanlines
                
"cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;",

                
// interpolate between source and result by intensity
                
"cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );",

                
// convert to grayscale if desired
                
"if( grayscale ) {",

                    
"cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );",

                
"}",

                
"gl_FragColor =  vec4( cResult, cTextureScreen.a );",

            
"}"

        
].join("n")

    },


    
/* -------------------------------------------------------------------------
    //    Depth-of-field shader with bokeh
    //    ported from GLSL shader by Martins Upitis
    //    http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
     ------------------------------------------------------------------------- */

    
'bokeh'    : {

    
uniforms: { tColor:   { type"t"value0texturenull },
                
tDepth:   { type"t"value1texturenull },
                
focus:    { type"f"value1.0 },
                
aspect:   { type"f"value1.0 },
                
aperture: { type"f"value0.025 },
                
maxblur:  { type"f"value1.0 }
              },

    
vertexShader: [

    
"varying vec2 vUv;",

    
"void main() {",

        
"vUv = uv;",
        
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

    
"}"

    
].join("n"),

    
fragmentShader: [

    
"varying vec2 vUv;",

    
"uniform sampler2D tColor;",
    
"uniform sampler2D tDepth;",

    
"uniform float maxblur;",      // max blur amount
    
"uniform float aperture;",    // aperture - bigger values for shallower depth of field

    
"uniform float focus;",
    
"uniform float aspect;",

    
"void main() {",

        
"vec2 aspectcorrect = vec2( 1.0, aspect );",

        
"vec4 depth1 = texture2D( tDepth, vUv );",

        
"float factor = depth1.x - focus;",

        
"vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );",

        
"vec2 dofblur9 = dofblur * 0.9;",
        
"vec2 dofblur7 = dofblur * 0.7;",
        
"vec2 dofblur4 = dofblur * 0.4;",

        
"vec4 col = vec4( 0.0 );",

        
"col += texture2D( tColor, vUv.xy );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.0,   0.4  ) * aspectcorrect ) * dofblur );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.15,  0.37 ) * aspectcorrect ) * dofblur );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.29,  0.29 ) * aspectcorrect ) * dofblur );",
        
"col += texture2D( tColor, vUv.xy + ( vec2( -0.37,  0.15 ) * aspectcorrect ) * dofblur );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.40,  0.0  ) * aspectcorrect ) * dofblur );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.37, -0.15 ) * aspectcorrect ) * dofblur );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.29, -0.29 ) * aspectcorrect ) * dofblur );",
        
"col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.0,  -0.4  ) * aspectcorrect ) * dofblur );",
        
"col += texture2D( tColor, vUv.xy + ( vec2( -0.15,  0.37 ) * aspectcorrect ) * dofblur );",
        
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29,  0.29 ) * aspectcorrect ) * dofblur );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.37,  0.15 ) * aspectcorrect ) * dofblur );",
        
"col += texture2D( tColor, vUv.xy + ( vec2( -0.4,   0.0  ) * aspectcorrect ) * dofblur );",
        
"col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );",
        
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.15, -0.37 ) * aspectcorrect ) * dofblur );",

        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.15,  0.37 ) * aspectcorrect ) * dofblur9 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2( -0.37,  0.15 ) * aspectcorrect ) * dofblur9 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2( -0.15,  0.37 ) * aspectcorrect ) * dofblur9 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.37,  0.15 ) * aspectcorrect ) * dofblur9 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",

        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.29,  0.29 ) * aspectcorrect ) * dofblur7 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.40,  0.0  ) * aspectcorrect ) * dofblur7 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.0,  -0.4  ) * aspectcorrect ) * dofblur7 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29,  0.29 ) * aspectcorrect ) * dofblur7 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2( -0.4,   0.0  ) * aspectcorrect ) * dofblur7 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.0,   0.4  ) * aspectcorrect ) * dofblur7 );",

        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.29,  0.29 ) * aspectcorrect ) * dofblur4 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.4,   0.0  ) * aspectcorrect ) * dofblur4 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.0,  -0.4  ) * aspectcorrect ) * dofblur4 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29,  0.29 ) * aspectcorrect ) * dofblur4 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2( -0.4,   0.0  ) * aspectcorrect ) * dofblur4 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
        
"col += texture2D( tColor, vUv.xy + ( vec2(  0.0,   0.4  ) * aspectcorrect ) * dofblur4 );",

        
"gl_FragColor = col / 41.0;",
        
"gl_FragColor.a = 1.0;",

    
"}"

    
].join("n")

    },

    
/* -------------------------------------------------------------------------
    //    Depth-of-field shader using mipmaps
    //    - from Matt Handley @applmak
    //    - requires power-of-2 sized render target with enabled mipmaps
     ------------------------------------------------------------------------- */

    
'dofmipmap': {

        
uniforms: {

            
tColor:   { type"t"value0texturenull },
            
tDepth:   { type"t"value1texturenull },
            
focus:    { type"f"value1.0 },
            
maxblur:  { type"f"value1.0 }

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",
                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
"uniform float focus;",
            
"uniform float maxblur;",

            
"uniform sampler2D tColor;",
            
"uniform sampler2D tDepth;",

            
"varying vec2 vUv;",

            
"void main() {",

                
"vec4 depth = texture2D( tDepth, vUv );",

                
"float factor = depth.x - focus;",

                
"vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );",

                
"gl_FragColor = col;",
                
"gl_FragColor.a = 1.0;",

            
"}"

        
].join("n")

    },

    
/* -------------------------------------------------------------------------
    //    Sepia tone shader
    //  - based on glfx.js sepia shader
    //        https://github.com/evanw/glfx.js
     ------------------------------------------------------------------------- */

    
'sepia': {

        
uniforms: {

            
tDiffuse: { type"t"value0texturenull },
            
amount:   { type"f"value1.0 }

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",
                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
"uniform float amount;",

            
"uniform sampler2D tDiffuse;",

            
"varying vec2 vUv;",

            
"void main() {",

                
"vec4 color = texture2D( tDiffuse, vUv );",
                
"vec3 c = color.rgb;",

                
"color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
                
"color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
                
"color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",

                
"gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",

            
"}"

        
].join("n")

    },

    
/* -------------------------------------------------------------------------
    //    Dot screen shader
    //  - based on glfx.js sepia shader
    //        https://github.com/evanw/glfx.js
     ------------------------------------------------------------------------- */

    
'dotscreen': {

        
uniforms: {

            
tDiffuse: { type"t"value0texturenull },
            
tSize:    { type"v2"value: new THREE.Vector2256256 ) },
            
center:   { type"v2"value: new THREE.Vector20.50.5 ) },
            
angle:      { type"f"value1.57 },
            
scale:      { type"f"value1.0 }

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",
                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
"uniform vec2 center;",
            
"uniform float angle;",
            
"uniform float scale;",
            
"uniform vec2 tSize;",

            
"uniform sampler2D tDiffuse;",

            
"varying vec2 vUv;",

            
"float pattern() {",

                
"float s = sin( angle ), c = cos( angle );",

                
"vec2 tex = vUv * tSize - center;",
                
"vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;",

                
"return ( sin( point.x ) * sin( point.y ) ) * 4.0;",

            
"}",

            
"void main() {",

                
"vec4 color = texture2D( tDiffuse, vUv );",

                
"float average = ( color.r + color.g + color.b ) / 3.0;",

                
"gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );",

            
"}"

        
].join("n")

    },

    
/* ------------------------------------------------------------------------------------------------
    //    Vignette shader
    //    - based on PaintEffect postprocess from ro.me
    //        http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
     ------------------------------------------------------------------------------------------------ */

    
'vignette': {

        
uniforms: {

            
tDiffuse: { type"t"value0texturenull },
            
offset:   { type"f"value1.0 },
            
darkness: { type"f"value1.0 }

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",
                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
"uniform float offset;",
            
"uniform float darkness;",

            
"uniform sampler2D tDiffuse;",

            
"varying vec2 vUv;",

            
"void main() {",

                
// Eskil's vignette

                
"vec4 texel = texture2D( tDiffuse, vUv );",
                
"vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );",
                
"gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );",

                
/*
                // alternative version from glfx.js
                // this one makes more "dusty" look (as opposed to "burned")

                "vec4 color = texture2D( tDiffuse, vUv );",
                "float dist = distance( vUv, vec2( 0.5 ) );",
                "color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
                "gl_FragColor = color;",
                */

            
"}"

        
].join("n")

    },

    
/* -------------------------------------------------------------------------
    //    Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
    //    - based on Nvidia example
    //        http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
     ------------------------------------------------------------------------- */

    
'bleachbypass': {

        
uniforms: {

            
tDiffuse: { type"t"value0texturenull },
            
opacity:  { type"f"value1.0 }

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",
                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
"uniform float opacity;",

            
"uniform sampler2D tDiffuse;",

            
"varying vec2 vUv;",

            
"void main() {",

                
"vec4 base = texture2D( tDiffuse, vUv );",

                
"vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );",
                
"float lum = dot( lumCoeff, base.rgb );",
                
"vec3 blend = vec3( lum );",

                
"float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );",

                
"vec3 result1 = 2.0 * base.rgb * blend;",
                
"vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );",

                
"vec3 newColor = mix( result1, result2, L );",

                
"float A2 = opacity * base.a;",
                
"vec3 mixRGB = A2 * newColor.rgb;",
                
"mixRGB += ( ( 1.0 - A2 ) * base.rgb );",

                
"gl_FragColor = vec4( mixRGB, base.a );",

            
"}"

        
].join("n")

    },

    
/* --------------------------------------------------------------------------------------------------
    //    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
     -------------------------------------------------------------------------------------------------- */

    
'focus': {

        
uniforms : {

            
"tDiffuse":         { type"t"value0texturenull },
            
"screenWidth":         { type"f"value1024 },
            
"screenHeight":     { type"f"value1024 },
            
"sampleDistance":     { type"f"value0.94 },
            
"waveFactor":         { type"f"value0.00125 }

        },

        
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")
    },

    
/* -------------------------------------------------------------------------
    //    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.
     ------------------------------------------------------------------------- */

    
'triangleBlur': {


        
uniforms : {

            
"texture":     { type"t"value0texturenull },
            
"delta":     { type"v2"value:new THREE.Vector21)  }

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",
                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

        
"#define ITERATIONS 10.0",

        
"uniform sampler2D texture;",
        
"uniform vec2 delta;",

        
"varying vec2 vUv;",

        
"float random( vec3 scale, float seed ) {",

            
// use the fragment position for a different seed per-pixel

            
"return fract( sin( dot( gl_FragCoord.xyz + seed, scale ) ) * 43758.5453 + seed );",

        
"}",

        
"void main() {",

            
"vec4 color = vec4( 0.0 );",

            
"float total = 0.0;",

            
// randomize the lookup values to hide the fixed number of samples

            
"float offset = random( vec3( 12.9898, 78.233, 151.7182 ), 0.0 );",

            
"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;",

        
"}"

        
].join("n")

    },

    
/* -------------------------------------------------------------------------
    //    Simple test shader
     ------------------------------------------------------------------------- */

    
'basic': {

        
uniforms: {},

        
vertexShader: [

            
"void main() {",

                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
"void main() {",

                
"gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );",

            
"}"

        
].join("n")

    },

    
/* --------------------------------------------------------------------------------------------------
    //    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"
     -------------------------------------------------------------------------------------------------- */

    
'horizontalBlur': {

        
uniforms: {

            
"tDiffuse": { type"t"value0texturenull },
            
"h":         { type"f"value1.0 512.0 }

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",
                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
"uniform sampler2D tDiffuse;",
            
"uniform float h;",

            
"varying vec2 vUv;",

            
"void main() {",

                
"vec4 sum = vec4( 0.0 );",

                
"sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;",
                
"sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;",
                
"sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;",
                
"sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;",
                
"sum += texture2D( tDiffuse, vec2( vUv.x,               vUv.y ) ) * 0.1633;",
                
"sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;",
                
"sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;",
                
"sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;",
                
"sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;",

                
"gl_FragColor = sum;",

            
"}"


        
].join("n")

    },

    
'verticalBlur': {

        
uniforms: {

            
"tDiffuse": { type"t"value0texturenull },
            
"v":         { type"f"value1.0 512.0 }

        },

        
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")

    },

    
/* --------------------------------------------------------------------------------------------------
    //    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
     -------------------------------------------------------------------------------------------------- */

    
'horizontalTiltShift': {

        
uniforms: {

            
"tDiffuse": { type"t"value0texturenull },
            
"h":         { type"f"value1.0 512.0 },
            
"r":         { type"f"value0.35 }

        },

        
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")

    },

    
'verticalTiltShift': {

        
uniforms: {

            
"tDiffuse": { type"t"value0texturenull },
            
"v":         { type"f"value1.0 512.0 },
            
"r":         { type"f"value0.35 }

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",
                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
"uniform sampler2D tDiffuse;",
            
"uniform float v;",
            
"uniform float r;",

            
"varying vec2 vUv;",

            
"void main() {",

                
"vec4 sum = vec4( 0.0 );",

                
"float vv = v * abs( r - vUv.y );",

                
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;",
                
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;",
                
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;",
                
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;",
                
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y               ) ) * 0.1633;",
                
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;",
                
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;",
                
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;",
                
"sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;",

                
"gl_FragColor = sum;",

            
"}"


        
].join("n")

    },

    
/* -------------------------------------------------------------------------
    //    Blend two textures
     ------------------------------------------------------------------------- */

    
'blend': {

        
uniforms: {

            
tDiffuse1: { type"t"value0texturenull },
            
tDiffuse2: { type"t"value1texturenull },
            
mixRatio:  { type"f"value0.5 },
            
opacity:   { type"f"value1.0 }

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",
                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
"uniform float opacity;",
            
"uniform float mixRatio;",

            
"uniform sampler2D tDiffuse1;",
            
"uniform sampler2D tDiffuse2;",

            
"varying vec2 vUv;",

            
"void main() {",

                
"vec4 texel1 = texture2D( tDiffuse1, vUv );",
                
"vec4 texel2 = texture2D( tDiffuse2, vUv );",
                
"gl_FragColor = opacity * mix( texel1, texel2, mixRatio );",

            
"}"

        
].join("n")

    },

    
/* -------------------------------------------------------------------------
    //    NVIDIA FXAA by Timothy Lottes
    //        http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
    //    - WebGL port by @supereggbert
    //        http://www.glge.org/demos/fxaa/
     ------------------------------------------------------------------------- */

    
'fxaa': {

        
uniforms: {

            
"tDiffuse":     { type"t"value0texturenull },
            
"resolution":     { type"v2"value: new THREE.Vector21024512 )  }

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",

                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
"uniform sampler2D tDiffuse;",
            
"uniform vec2 resolution;",

            
"varying vec2 vUv;",

            
"#define FXAA_REDUCE_MIN   (1.0/128.0)",
            
"#define FXAA_REDUCE_MUL   (1.0/8.0)",
            
"#define FXAA_SPAN_MAX     8.0",

            
"void main() {",

                
"vec3 rgbNW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, -1.0 ) ) * resolution ).xyz;",
                
"vec3 rgbNE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, -1.0 ) ) * resolution ).xyz;",
                
"vec3 rgbSW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, 1.0 ) ) * resolution ).xyz;",
                
"vec3 rgbSE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, 1.0 ) ) * resolution ).xyz;",
                
"vec4 rgbaM  = texture2D( tDiffuse,  gl_FragCoord.xy  * resolution );",
                
"vec3 rgbM  = rgbaM.xyz;",
                
"float opacity  = rgbaM.w;",

                
"vec3 luma = vec3( 0.299, 0.587, 0.114 );",

                
"float lumaNW = dot( rgbNW, luma );",
                
"float lumaNE = dot( rgbNE, luma );",
                
"float lumaSW = dot( rgbSW, luma );",
                
"float lumaSE = dot( rgbSE, luma );",
                
"float lumaM  = dot( rgbM,  luma );",
                
"float lumaMin = min( lumaM, min( min( lumaNW, lumaNE ), min( lumaSW, lumaSE ) ) );",
                
"float lumaMax = max( lumaM, max( max( lumaNW, lumaNE) , max( lumaSW, lumaSE ) ) );",

                
"vec2 dir;",
                
"dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));",
                
"dir.y =  ((lumaNW + lumaSW) - (lumaNE + lumaSE));",

                
"float dirReduce = max( ( lumaNW + lumaNE + lumaSW + lumaSE ) * ( 0.25 * FXAA_REDUCE_MUL ), FXAA_REDUCE_MIN );",

                
"float rcpDirMin = 1.0 / ( min( abs( dir.x ), abs( dir.y ) ) + dirReduce );",
                
"dir = min( vec2( FXAA_SPAN_MAX,  FXAA_SPAN_MAX),",
                      
"max( vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),",
                            
"dir * rcpDirMin)) * resolution;",

                
"vec3 rgbA = 0.5 * (",
                    
"texture2D( tDiffuse, gl_FragCoord.xy  * resolution + dir * ( 1.0 / 3.0 - 0.5 ) ).xyz +",
                    
"texture2D( tDiffuse, gl_FragCoord.xy  * resolution + dir * ( 2.0 / 3.0 - 0.5 ) ).xyz );",

                
"vec3 rgbB = rgbA * 0.5 + 0.25 * (",
                    
"texture2D( tDiffuse, gl_FragCoord.xy  * resolution + dir * -0.5 ).xyz +",
                    
"texture2D( tDiffuse, gl_FragCoord.xy  * resolution + dir * 0.5 ).xyz );",

                
"float lumaB = dot( rgbB, luma );",

                
"if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) ) {",

                    
"gl_FragColor = vec4( rgbA, opacity );",

                
"} else {",

                    
"gl_FragColor = vec4( rgbB, opacity );",

                
"}",

            
"}"

        
].join("n")

    },

    
/* -------------------------------------------------------------------------
    //    Luminosity
    //    http://en.wikipedia.org/wiki/Luminosity
     ------------------------------------------------------------------------- */

    
'luminosity': {

        
uniforms: {

            
"tDiffuse":     { type"t"value0texturenull }

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",

                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
"uniform sampler2D tDiffuse;",

            
"varying vec2 vUv;",

            
"void main() {",

                
"vec4 texel = texture2D( tDiffuse, vUv );",

                
"vec3 luma = vec3( 0.299, 0.587, 0.114 );",

                
"float v = dot( texel.xyz, luma );",

                
"gl_FragColor = vec4( v, v, v, texel.w );",

            
"}"

        
].join("n")

    },

    
/* -------------------------------------------------------------------------
    //    Color correction
     ------------------------------------------------------------------------- */

    
'colorCorrection': {

        
uniforms: {

            
"tDiffuse" :     { type"t"value0texturenull },
            
"powRGB" :        { type"v3"value: new THREE.Vector322) },
            
"mulRGB" :        { type"v3"value: new THREE.Vector311) }

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",

                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
"uniform sampler2D tDiffuse;",
            
"uniform vec3 powRGB;",
            
"uniform vec3 mulRGB;",

            
"varying vec2 vUv;",

            
"void main() {",

                
"gl_FragColor = texture2D( tDiffuse, vUv );",
                
"gl_FragColor.rgb = mulRGB * pow( gl_FragColor.rgb, powRGB );",

            
"}"

        
].join("n")

    },

    
/* -------------------------------------------------------------------------
    //    Normal map shader
    //    - compute normals from heightmap
     ------------------------------------------------------------------------- */

    
'normalmap': {

        
uniforms: {

            
"heightMap"    : { type"t"value0texturenull },
            
"resolution": { type"v2"value: new THREE.Vector2512512 ) },
            
"scale"        : { type"v2"value: new THREE.Vector21) },
            
"height"    : { type"f"value0.05 }

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",

                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
"uniform float height;",
            
"uniform vec2 resolution;",
            
"uniform sampler2D heightMap;",

            
"varying vec2 vUv;",

            
"void main() {",

                
"float val = texture2D( heightMap, vUv ).x;",

                
"float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;",
                
"float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;",

                
"gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height  ) ) + 0.5 ), 1.0 );",

            
"}"

        
].join("n")

    },

    
/* -------------------------------------------------------------------------
    //    Screen-space ambient occlusion shader
    //    - ported from
    //        SSAO GLSL shader v1.2
    //        assembled by Martins Upitis (martinsh) (http://devlog-martinsh.blogspot.com)
    //        original technique is made by ArKano22 (http://www.gamedev.net/topic/550699-ssao-no-halo-artifacts/)
    //    - modifications
    //        - modified to use RGBA packed depth texture (use clear color 1,1,1,1 for depth pass)
    //        - made fog more compatible with three.js linear fog
    //        - refactoring and optimizations
     ------------------------------------------------------------------------- */

    
'ssao': {

        
uniforms: {

            
"tDiffuse":     { type"t"value0texturenull },
            
"tDepth":       { type"t"value1texturenull },
            
"size":         { type"v2"value: new THREE.Vector2512512 ) },
            
"cameraNear":    { type"f"value},
            
"cameraFar":    { type"f"value100 },
            
"fogNear":        { type"f"value},
            
"fogFar":        { type"f"value100 },
            
"fogEnabled":    { type"i"value},
            
"onlyAO":        { type"i"value},
            
"aoClamp":        { type"f"value0.3 },
            
"lumInfluence":    { type"f"value0.9 }

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",

                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
"uniform float cameraNear;",
            
"uniform float cameraFar;",

            
"uniform float fogNear;",
            
"uniform float fogFar;",

            
"uniform bool fogEnabled;",        // attenuate AO with linear fog
            
"uniform bool onlyAO;",         // use only ambient occlusion pass?

            
"uniform vec2 size;",            // texture width, height
            
"uniform float aoClamp;",         // depth clamp - reduces haloing at screen edges

            
"uniform float lumInfluence;",  // how much luminance affects occlusion

            
"uniform sampler2D tDiffuse;",
            
"uniform sampler2D tDepth;",

            
"varying vec2 vUv;",

            
//"#define PI 3.14159265",
            
"#define DL 2.399963229728653"// PI * ( 3.0 - sqrt( 5.0 ) )
            
"#define EULER 2.718281828459045",

            
// helpers

            
"float width = size.x;",     // texture width
            
"float height = size.y;",     // texture height

            
"float cameraFarPlusNear = cameraFar + cameraNear;",
            
"float cameraFarMinusNear = cameraFar - cameraNear;",
            
"float cameraCoef = 2.0 * cameraNear;",

            
// user variables

            
"const int samples = 8;",         // ao sample count
            
"const float radius = 5.0;",     // ao radius

            
"const bool useNoise = true;",          // use noise instead of pattern for sample dithering
            
"const float noiseAmount = 0.0003;"// dithering amount

            
"const float diffArea = 0.4;",         // self-shadowing reduction
            
"const float gDisplace = 0.4;",     // gauss bell center

            
"const vec3 onlyAOColor = vec3( 1.0, 0.7, 0.5 );",
            
//"const vec3 onlyAOColor = vec3( 1.0, 1.0, 1.0 );",


            // RGBA depth

            
"float unpackDepth( const in vec4 rgba_depth ) {",

                
"const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
                
"float depth = dot( rgba_depth, bit_shift );",
                
"return depth;",

            
"}",

            
// generating noise / pattern texture for dithering

            
"vec2 rand( const vec2 coord ) {",

                
"vec2 noise;",

                
"if ( useNoise ) {",

                    
"float nx = dot ( coord, vec2( 12.9898, 78.233 ) );",
                    
"float ny = dot ( coord, vec2( 12.9898, 78.233 ) * 2.0 );",

                    
"noise = clamp( fract ( 43758.5453 * sin( vec2( nx, ny ) ) ), 0.0, 1.0 );",

                
"} else {",

                    
"float ff = fract( 1.0 - coord.s * ( width / 2.0 ) );",
                    
"float gg = fract( coord.t * ( height / 2.0 ) );",

                    
"noise = vec2( 0.25, 0.75 ) * vec2( ff ) + vec2( 0.75, 0.25 ) * gg;",

                
"}",

                
"return ( noise * 2.0  - 1.0 ) * noiseAmount;",

            
"}",

            
"float doFog() {",

                
"float zdepth = unpackDepth( texture2D( tDepth, vUv ) );",
                
"float depth = -cameraFar * cameraNear / ( zdepth * cameraFarMinusNear - cameraFar );",

                
"return smoothstep( fogNear, fogFar, depth );",

            
"}",

            
"float readDepth( const in vec2 coord ) {",

                
//"return ( 2.0 * cameraNear ) / ( cameraFar + cameraNear - unpackDepth( texture2D( tDepth, coord ) ) * ( cameraFar - cameraNear ) );",
                
"return cameraCoef / ( cameraFarPlusNear - unpackDepth( texture2D( tDepth, coord ) ) * cameraFarMinusNear );",


            
"}",

            
"float compareDepths( const in float depth1, const in float depth2, inout int far ) {",

                
"float garea = 2.0;",                          // gauss bell width
                
"float diff = ( depth1 - depth2 ) * 100.0;"// depth difference (0-100)

                // reduce left bell width to avoid self-shadowing

                
"if ( diff < gDisplace ) {",

                    
"garea = diffArea;",

                
"} else {",

                    
"far = 1;",

                
"}",

                
"float dd = diff - gDisplace;",
                
"float gauss = pow( EULER, -2.0 * dd * dd / ( garea * garea ) );",
                
"return gauss;",

            
"}",

            
"float calcAO( float depth, float dw, float dh ) {",

                
"float dd = radius - depth * radius;",
                
"vec2 vv = vec2( dw, dh );",

                
"vec2 coord1 = vUv + dd * vv;",
                
"vec2 coord2 = vUv - dd * vv;",

                
"float temp1 = 0.0;",
                
"float temp2 = 0.0;",

                
"int far = 0;",
                
"temp1 = compareDepths( depth, readDepth( coord1 ), far );",

                
// DEPTH EXTRAPOLATION

                
"if ( far > 0 ) {",

                    
"temp2 = compareDepths( readDepth( coord2 ), depth, far );",
                    
"temp1 += ( 1.0 - temp1 ) * temp2;",

                
"}",

                
"return temp1;",

            
"}",

            
"void main() {",

                
"vec2 noise = rand( vUv );",
                
"float depth = readDepth( vUv );",

                
"float tt = clamp( depth, aoClamp, 1.0 );",

                
"float w = ( 1.0 / width )  / tt + ( noise.x * ( 1.0 - noise.x ) );",
                
"float h = ( 1.0 / height ) / tt + ( noise.y * ( 1.0 - noise.y ) );",

                
"float pw;",
                
"float ph;",

                
"float ao;",

                
"float dz = 1.0 / float( samples );",
                
"float z = 1.0 - dz / 2.0;",
                
"float l = 0.0;",

                
"for ( int i = 0; i <= samples; i ++ ) {",

                    
"float r = sqrt( 1.0 - z );",

                    
"pw = cos( l ) * r;",
                    
"ph = sin( l ) * r;",
                    
"ao += calcAO( depth, pw * w, ph * h );",
                    
"z = z - dz;",
                    
"l = l + DL;",

                
"}",

                
"ao /= float( samples );",
                
"ao = 1.0 - ao;",

                
"if ( fogEnabled ) {",

                    
"ao = mix( ao, 1.0, doFog() );",

                
"}",

                
"vec3 color = texture2D( tDiffuse, vUv ).rgb;",

                
"vec3 lumcoeff = vec3( 0.299, 0.587, 0.114 );",
                
"float lum = dot( color.rgb, lumcoeff );",
                
"vec3 luminance = vec3( lum );",

                
"vec3 final = vec3( color * mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) );"// mix( color * ao, white, luminance )

                
"if ( onlyAO ) {",

                    
"final = onlyAOColor * vec3( mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) );"// ambient occlusion only

                
"}",

                
"gl_FragColor = vec4( final, 1.0 );",

            
"}"

        
].join("n")

    },

    
/* -------------------------------------------------------------------------
    //    Colorify shader
     ------------------------------------------------------------------------- */

    
'colorify': {

        
uniforms: {

            
tDiffuse: { type"t"value0texturenull },
            
color:    { type"c"value: new THREE.Color0xffffff ) }

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",
                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
"uniform vec3 color;",
            
"uniform sampler2D tDiffuse;",

            
"varying vec2 vUv;",

            
"void main() {",

                
"vec4 texel = texture2D( tDiffuse, vUv );",

                
"vec3 luma = vec3( 0.299, 0.587, 0.114 );",
                
"float v = dot( texel.xyz, luma );",

                
"gl_FragColor = vec4( v * color, texel.w );",

            
"}"

        
].join("n")

    },

    
/* -------------------------------------------------------------------------
    //    Unpack RGBA depth shader
    //    - show RGBA encoded depth as monochrome color
     ------------------------------------------------------------------------- */

    
'unpackDepthRGBA': {

        
uniforms: {

            
tDiffuse: { type"t"value0texturenull },
            
opacity:  { type"f"value1.0 }

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",
                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
"uniform float opacity;",

            
"uniform sampler2D tDiffuse;",

            
"varying vec2 vUv;",

            
// RGBA depth

            
"float unpackDepth( const in vec4 rgba_depth ) {",

                
"const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
                
"float depth = dot( rgba_depth, bit_shift );",
                
"return depth;",

            
"}",

            
"void main() {",

                
"float depth = 1.0 - unpackDepth( texture2D( tDiffuse, vUv ) );",
                
"gl_FragColor = opacity * vec4( vec3( depth ), 1.0 );",

            
"}"

        
].join("n")

    },

    
// METHODS

    
buildKernel: function( sigma ) {

        
// We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.

        
function gaussxsigma ) {

            return 
Math.exp( - ( ) / ( 2.0 sigma sigma ) );

        }

        var 
ivaluessumhalfWidthkMaxKernelSize 25kernelSize Math.ceilsigma 3.0 ) + 1;

        if ( 
kernelSize kMaxKernelSize kernelSize kMaxKernelSize;
        
halfWidth = ( kernelSize ) * 0.5;

        
values = new Array( kernelSize );
        
sum 0.0;
        for ( 
0kernelSize; ++) {

            
values] = gausshalfWidthsigma );
            
sum += values];

        }

        
// normalize the kernel

        
for ( 0kernelSize; ++values] /= sum;

        return 
values;

    }

};
?>
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