webvr js meetup initial commit
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62
node_modules/three/examples/js/shaders/HorizontalBlurShader.js
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62
node_modules/three/examples/js/shaders/HorizontalBlurShader.js
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/**
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* @author zz85 / http://www.lab4games.net/zz85/blog
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*
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* Two pass Gaussian blur filter (horizontal and vertical blur shaders)
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* - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
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* and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
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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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*/
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THREE.HorizontalBlurShader = {
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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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},
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vertexShader: [
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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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].join( "\n" ),
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fragmentShader: [
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"uniform sampler2D tDiffuse;",
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"uniform float h;",
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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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"sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;",
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"sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;",
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"sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;",
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"sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, 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 * h, vUv.y ) ) * 0.1531;",
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"sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;",
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"sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;",
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"sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;",
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"gl_FragColor = sum;",
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"}"
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].join( "\n" )
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};
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