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