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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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74 lines
1.3 KiB
74 lines
1.3 KiB
( function () { |
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/** |
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* Triangle blur shader |
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* based on glfx.js triangle blur shader |
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* https://github.com/evanw/glfx.js |
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* |
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* A basic blur filter, which convolves the image with a |
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* pyramid filter. The pyramid filter is separable and is applied as two |
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* perpendicular triangle filters. |
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*/ |
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const TriangleBlurShader = { |
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uniforms: { |
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'texture': { |
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value: null |
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}, |
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'delta': { |
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value: new THREE.Vector2( 1, 1 ) |
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} |
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}, |
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vertexShader: |
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/* glsl */ |
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` |
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varying vec2 vUv; |
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void main() { |
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vUv = uv; |
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); |
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}`, |
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fragmentShader: |
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/* glsl */ |
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` |
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#include <common> |
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#define ITERATIONS 10.0 |
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uniform sampler2D texture; |
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uniform vec2 delta; |
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varying vec2 vUv; |
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void main() { |
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vec4 color = vec4( 0.0 ); |
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float total = 0.0; |
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// randomize the lookup values to hide the fixed number of samples |
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float offset = rand( vUv ); |
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for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) { |
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float percent = ( t + offset - 0.5 ) / ITERATIONS; |
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float weight = 1.0 - abs( percent ); |
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color += texture2D( texture, vUv + delta * percent ) * weight; |
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total += weight; |
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} |
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gl_FragColor = color / total; |
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}` |
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}; |
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THREE.TriangleBlurShader = TriangleBlurShader; |
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} )();
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