Dies ist das Repository meines kleinen Portfolios.
Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
57 lines
1.4 KiB
57 lines
1.4 KiB
/** |
|
* Two pass Gaussian blur filter (horizontal and vertical blur shaders) |
|
* - see 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" |
|
*/ |
|
|
|
var HorizontalBlurShader = { |
|
|
|
uniforms: { |
|
|
|
'tDiffuse': { value: null }, |
|
'h': { value: 1.0 / 512.0 } |
|
|
|
}, |
|
|
|
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; |
|
|
|
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; |
|
|
|
}` |
|
|
|
}; |
|
|
|
export { HorizontalBlurShader };
|
|
|