stringkun.github.io/DemoShow/ex…
(6条消息) 使用threejs离屏渲染实现高斯模糊效果_srk19960903的博客-CSDN博客_threejs 离屏渲染
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
uniform sampler2D tDiffuse;
uniform float h;
uniform float v;
varying vec2 vUv;
void main() {
vec4 sum = vec4( 0.0 );
//纵向高斯模糊
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * (0.051/2.0);
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * (0.0918/2.0);
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * (0.12245/2.0);
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * (0.1531/2.0);
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * (0.1633/2.0);
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * (0.1531/2.0);
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * (0.12245/2.0);
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * (0.0918/2.0);
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * (0.051/2.0);
//横向高斯模糊
sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * (0.051/2.0);
sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * (0.0918/2.0);
sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * (0.12245/2.0);
sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * (0.1531/2.0);
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * (0.1633/2.0);
sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * (0.1531/2.0);
sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * (0.12245/2.0);
sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * (0.0918/2.0);
sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * (0.051/2.0);
gl_FragColor = sum;
}