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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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61 lines
1.5 KiB
61 lines
1.5 KiB
/** |
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* Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position |
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* |
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* - 9 samples per pass |
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* - standard deviation 2.7 |
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* - "h" and "v" parameters should be set to "1 / width" and "1 / height" |
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* - "r" parameter control where "focused" horizontal line lies |
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*/ |
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var HorizontalTiltShiftShader = { |
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uniforms: { |
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'tDiffuse': { value: null }, |
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'h': { value: 1.0 / 512.0 }, |
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'r': { value: 0.35 } |
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}, |
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vertexShader: /* glsl */` |
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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: /* glsl */` |
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uniform sampler2D tDiffuse; |
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uniform float h; |
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uniform float r; |
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varying vec2 vUv; |
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void main() { |
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vec4 sum = vec4( 0.0 ); |
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float hh = h * abs( r - vUv.y ); |
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sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051; |
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sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918; |
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sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245; |
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sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531; |
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sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633; |
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sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531; |
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sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245; |
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sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918; |
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sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051; |
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gl_FragColor = sum; |
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}` |
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}; |
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export { HorizontalTiltShiftShader };
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