/** * 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 */ const HorizontalTiltShiftShader = { name: 'HorizontalTiltShiftShader', uniforms: { 'tDiffuse': { value: null }, 'h': { value: 1.0 / 512.0 }, 'r': { value: 0.35 } }, vertexShader: /* glsl */` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, fragmentShader: /* glsl */` 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; }` }; export { HorizontalTiltShiftShader };