Initial project import
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54
node_modules/three-stdlib/shaders/HorizontalTiltShiftShader.js
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vendored
Normal file
54
node_modules/three-stdlib/shaders/HorizontalTiltShiftShader.js
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const HorizontalTiltShiftShader = {
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uniforms: {
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tDiffuse: { value: null },
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h: { value: 1 / 512 },
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r: { value: 0.35 }
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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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`
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),
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fragmentShader: (
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/* glsl */
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`
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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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)
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};
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export {
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HorizontalTiltShiftShader
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};
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//# sourceMappingURL=HorizontalTiltShiftShader.js.map
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