Файл: Space race/libs/ShaderExtras.js
Строк: 903
<?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", value: 0, texture: null },
opacity: { type: "f", value: 1.0 }
},
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", value: 0, texture: null },
"uImageIncrement" : { type: "v2", value: new THREE.Vector2( 0.001953125, 0.0 ) },
"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", value: 0, texture: null },
time: { type: "f", value: 0.0 },
nIntensity: { type: "f", value: 0.5 },
sIntensity: { type: "f", value: 0.05 },
sCount: { type: "f", value: 4096 },
grayscale: { type: "i", value: 1 }
},
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", value: 0, texture: null },
tDepth: { type: "t", value: 1, texture: null },
focus: { type: "f", value: 1.0 },
aspect: { type: "f", value: 1.0 },
aperture: { type: "f", value: 0.025 },
maxblur: { type: "f", value: 1.0 }
},
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", value: 0, texture: null },
tDepth: { type: "t", value: 1, texture: null },
focus: { type: "f", value: 1.0 },
maxblur: { type: "f", value: 1.0 }
},
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", value: 0, texture: null },
amount: { type: "f", value: 1.0 }
},
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", value: 0, texture: null },
tSize: { type: "v2", value: new THREE.Vector2( 256, 256 ) },
center: { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
angle: { type: "f", value: 1.57 },
scale: { type: "f", value: 1.0 }
},
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", value: 0, texture: null },
offset: { type: "f", value: 1.0 },
darkness: { type: "f", value: 1.0 }
},
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", value: 0, texture: null },
opacity: { type: "f", value: 1.0 }
},
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", value: 0, texture: null },
"screenWidth": { type: "f", value: 1024 },
"screenHeight": { type: "f", value: 1024 },
"sampleDistance": { type: "f", value: 0.94 },
"waveFactor": { type: "f", 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")
},
/* -------------------------------------------------------------------------
// 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", value: 0, texture: null },
"delta": { type: "v2", value:new THREE.Vector2( 1, 1 ) }
},
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", value: 0, texture: null },
"h": { type: "f", value: 1.0 / 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", value: 0, texture: null },
"v": { type: "f", value: 1.0 / 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", value: 0, texture: 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")
},
'verticalTiltShift': {
uniforms: {
"tDiffuse": { type: "t", value: 0, texture: null },
"v": { 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 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", value: 0, texture: null },
tDiffuse2: { type: "t", value: 1, texture: null },
mixRatio: { type: "f", value: 0.5 },
opacity: { type: "f", value: 1.0 }
},
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", value: 0, texture: null },
"resolution": { type: "v2", value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
},
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", value: 0, texture: null }
},
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", value: 0, texture: null },
"powRGB" : { type: "v3", value: new THREE.Vector3( 2, 2, 2 ) },
"mulRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
},
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", value: 0, texture: null },
"resolution": { type: "v2", value: new THREE.Vector2( 512, 512 ) },
"scale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
"height" : { type: "f", value: 0.05 }
},
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", value: 0, texture: null },
"tDepth": { type: "t", value: 1, texture: null },
"size": { type: "v2", value: new THREE.Vector2( 512, 512 ) },
"cameraNear": { type: "f", value: 1 },
"cameraFar": { type: "f", value: 100 },
"fogNear": { type: "f", value: 5 },
"fogFar": { type: "f", value: 100 },
"fogEnabled": { type: "i", value: 0 },
"onlyAO": { type: "i", value: 0 },
"aoClamp": { type: "f", value: 0.3 },
"lumInfluence": { type: "f", value: 0.9 }
},
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", value: 0, texture: null },
color: { type: "c", value: new THREE.Color( 0xffffff ) }
},
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", value: 0, texture: null },
opacity: { type: "f", value: 1.0 }
},
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 gauss( x, sigma ) {
return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
}
var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
halfWidth = ( kernelSize - 1 ) * 0.5;
values = new Array( kernelSize );
sum = 0.0;
for ( i = 0; i < kernelSize; ++i ) {
values[ i ] = gauss( i - halfWidth, sigma );
sum += values[ i ];
}
// normalize the kernel
for ( i = 0; i < kernelSize; ++i ) values[ i ] /= sum;
return values;
}
};
?>