ThreeJS 模糊Shader

最近在研究ThreeJS,记录一个常用的Shader。


GaussianShader代码如下:

 

var GaussianBlurShader = {

    uniforms: {
        "tDiffuse": { value: null },
        "v": { value: 1.0 / 512.0 },
        "h": { value: 1.0 / 512.0 }
    },

    vertexShader: [

        "varying vec2 vUv;",

        "void main() {",

        "	vUv = uv;",
        "	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

        "}"

    ].join( "\n" ),

    fragmentShader: [

        "uniform sampler2D tDiffuse;",
        "uniform float v;",
        "uniform float h;",

        "varying vec2 vUv;",

        "void main() {",

        "	vec4 sum = vec4( 0.0 );",

        "	sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;",
        "	sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;",
        "	sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;",
        "	sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;",
        "	sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
        "	sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;",
        "	sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;",
        "	sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;",
        "	sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;",

        "	vec4 sum1 = vec4( 0.0 );",
        "	sum1 += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;",
        "	sum1 += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;",
        "	sum1 += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;",
        "	sum1 += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;",
        "	sum1 += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
        "	sum1 += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;",
        "	sum1 += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;",
        "	sum1 += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;",
        "	sum1 += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;",

        "	gl_FragColor = (sum +sum1) * 0.5;",

        "}"

    ].join( "\n" )

};

export { GaussianBlurShader };

使用方法:

//创建一个材质   
var gaussianBlurMat = new THREE.ShaderMaterial(GaussianBlurShader);

//给材质添加贴图
panelMesh.material.uniforms['tDiffuse'].value = texture;
//设置水平参数
panelMesh.material.uniforms['h'].value = 1.0 / 256.0;
//设置垂直参数
panelMesh.material.uniforms['v'].value = 1.0 / 256.0;

有不正确的地方希望有大佬指点。

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