/** * 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 */ const FocusShader = { name: 'FocusShader', uniforms: { 'tDiffuse': { value: null }, 'screenWidth': { value: 1024 }, 'screenHeight': { value: 1024 }, 'sampleDistance': { value: 0.94 }, 'waveFactor': { value: 0.00125 } }, vertexShader: /* glsl */` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, fragmentShader: /* glsl */` 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 ); }` }; export { FocusShader };