ConvolutionShader top-level property
Convolution shader ported from o3d sample to WebGL / GLSL http://o3d.googlecode.com/svn/trunk/samples/convolution.html
Implementation
Map ConvolutionShader = {
"defines": {'KERNEL_SIZE_FLOAT': '25.0', 'KERNEL_SIZE_INT': '25'},
"uniforms": {
'tDiffuse': {"value": null},
'uImageIncrement': {"value": new Vector2(0.001953125, 0.0)},
'cKernel': {"value": []}
},
"vertexShader": [
'uniform vec2 uImageIncrement;',
'varying vec2 vUv;',
'void main() {',
' vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}'
].join('\n'),
"fragmentShader": [
'uniform float cKernel[ KERNEL_SIZE_INT ];',
'uniform sampler2D tDiffuse;',
'uniform vec2 uImageIncrement;',
'varying vec2 vUv;',
'void main() {',
' vec2 imageCoord = vUv;',
' vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );',
' for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {',
' sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];',
' imageCoord += uImageIncrement;',
' }',
' gl_FragColor = sum;',
'}'
].join('\n'),
};