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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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101 lines
1.7 KiB
101 lines
1.7 KiB
import { |
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Vector2 |
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} from 'three'; |
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/** |
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* Convolution shader |
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* ported from o3d sample to WebGL / GLSL |
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*/ |
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const ConvolutionShader = { |
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defines: { |
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'KERNEL_SIZE_FLOAT': '25.0', |
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'KERNEL_SIZE_INT': '25' |
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}, |
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uniforms: { |
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'tDiffuse': { value: null }, |
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'uImageIncrement': { value: new Vector2( 0.001953125, 0.0 ) }, |
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'cKernel': { value: [] } |
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}, |
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vertexShader: /* glsl */` |
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uniform vec2 uImageIncrement; |
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varying vec2 vUv; |
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void main() { |
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vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement; |
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); |
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}`, |
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fragmentShader: /* glsl */` |
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uniform float cKernel[ KERNEL_SIZE_INT ]; |
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uniform sampler2D tDiffuse; |
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uniform vec2 uImageIncrement; |
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varying vec2 vUv; |
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void main() { |
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vec2 imageCoord = vUv; |
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vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 ); |
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for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) { |
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sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ]; |
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imageCoord += uImageIncrement; |
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} |
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gl_FragColor = sum; |
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}`, |
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buildKernel: function ( sigma ) { |
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// We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway. |
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const kMaxKernelSize = 25; |
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let kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1; |
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if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize; |
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const halfWidth = ( kernelSize - 1 ) * 0.5; |
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const values = new Array( kernelSize ); |
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let sum = 0.0; |
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for ( let i = 0; i < kernelSize; ++ i ) { |
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values[ i ] = gauss( i - halfWidth, sigma ); |
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sum += values[ i ]; |
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} |
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// normalize the kernel |
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for ( let i = 0; i < kernelSize; ++ i ) values[ i ] /= sum; |
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return values; |
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} |
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}; |
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function gauss( x, sigma ) { |
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return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) ); |
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} |
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export { ConvolutionShader };
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