@@ -24,8 +24,8 @@ THREE.FocusShader = {
2424
2525 "void main() {" ,
2626
27- " vUv = uv;",
28- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
27+ " vUv = uv;",
28+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
2929
3030 "}"
3131
@@ -44,45 +44,45 @@ THREE.FocusShader = {
4444
4545 "void main() {" ,
4646
47- " vec4 color, org, tmp, add;",
48- " float sample_dist, f;",
49- " vec2 vin;",
50- " vec2 uv = vUv;",
47+ " vec4 color, org, tmp, add;",
48+ " float sample_dist, f;",
49+ " vec2 vin;",
50+ " vec2 uv = vUv;",
5151
52- " add = color = org = texture2D( tDiffuse, uv );",
52+ " add = color = org = texture2D( tDiffuse, uv );",
5353
54- " vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );",
55- " sample_dist = dot( vin, vin ) * 2.0;",
54+ " vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );",
55+ " sample_dist = dot( vin, vin ) * 2.0;",
5656
57- " f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;",
57+ " f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;",
5858
59- " vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );",
59+ " vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );",
6060
61- " add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );",
62- " if( tmp.b < color.b ) color = tmp;",
61+ " add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );",
62+ " if( tmp.b < color.b ) color = tmp;",
6363
64- " add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );",
65- " if( tmp.b < color.b ) color = tmp;",
64+ " add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );",
65+ " if( tmp.b < color.b ) color = tmp;",
6666
67- " add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );",
68- " if( tmp.b < color.b ) color = tmp;",
67+ " add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );",
68+ " if( tmp.b < color.b ) color = tmp;",
6969
70- " add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );",
71- " if( tmp.b < color.b ) color = tmp;",
70+ " add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );",
71+ " if( tmp.b < color.b ) color = tmp;",
7272
73- " add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );",
74- " if( tmp.b < color.b ) color = tmp;",
73+ " add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );",
74+ " if( tmp.b < color.b ) color = tmp;",
7575
76- " add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );",
77- " if( tmp.b < color.b ) color = tmp;",
76+ " add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );",
77+ " if( tmp.b < color.b ) color = tmp;",
7878
79- " add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );",
80- " if( tmp.b < color.b ) color = tmp;",
79+ " add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );",
80+ " if( tmp.b < color.b ) color = tmp;",
8181
82- " color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );",
83- " color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );",
82+ " color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );",
83+ " color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );",
8484
85- " gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );",
85+ " gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );",
8686
8787 "}"
8888
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