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Scientific Computing & Data Science
[WebGL] Blur Shader 본문
이번 예제는 Blur Shader 구현에 관한 것입니다. 본 포스팅에 삽입한 Shader Code는 zz85에게 저작권이 있음을 알려둡니다: Visit zz85's Web Page.
Download Project
Click here to view with full screen mode
Operations
Mouse Left Button Click & Drag: Camera Rotating
Mouse Wheel: Camera Zoom In & Out
Mouse Right Button Click & Drag: Camera Panning
main.js
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 | // standard global variables var container, scene, camera, renderer, controls, stats; var keyboard = new THREEx.KeyboardState(); var clock = new THREE.Clock(); // custom global variables var cube, gui; var shaderActive = "none"; // variables for shader var composer, finalPass; init(); animate(); // FUNCTIONS function init() { // SCENE scene = new THREE.Scene(); // CAMERA var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight; var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000; camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR); scene.add(camera); camera.position.set(0,150,400); camera.lookAt(scene.position); // RENDERER if ( Detector.webgl ) renderer = new THREE.WebGLRenderer( {antialias:true} ); else renderer = new THREE.CanvasRenderer(); renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT); container = document.getElementById( 'ThreeJS' ); container.appendChild( renderer.domElement ); renderer.shadowMapEnabled = true; renderer.shadowMapSoft = true; // EVENTS THREEx.WindowResize(renderer, camera); THREEx.FullScreen.bindKey({ charCode : 'f'.charCodeAt(0) }); // CONTROLS controls = new THREE.OrbitControls( camera, renderer.domElement ); // STATS stats = new Stats(); stats.domElement.style.position = 'absolute'; stats.domElement.style.bottom = '0px'; stats.domElement.style.zIndex = 100; container.appendChild( stats.domElement ); // LIGHT var light = new THREE.PointLight(0xffffff); light.position.set(0,250,0); scene.add(light); var dirLight = new THREE.DirectionalLight(0xffc051); dirLight.position.set(-250,500,-150); dirLight.shadowDarkness = 0.95; dirLight.intensity = 2; dirLight.castShadow = true; // enable shadow casting ability for the light scene.add(dirLight); // FLOOR var floorTexture = new THREE.ImageUtils.loadTexture( 'img/Wood_floor.jpg' ); floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping; floorTexture.repeat.set( 1, 1 ); var floorMaterial = new THREE.MeshBasicMaterial( { map: floorTexture, side: THREE.DoubleSide } ); var floorGeometry = new THREE.PlaneGeometry(1000, 1000, 10, 10); var floor = new THREE.Mesh(floorGeometry, floorMaterial); floor.position.y = -0.5; floor.rotation.x = Math.PI / 2; floor.receiveShadow = true; scene.add(floor); // SKYBOX/FOG var materialArray = []; materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/px.jpg' ) })); materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/nx.jpg' ) })); materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/py.jpg' ) })); materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/ny.jpg' ) })); materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/pz.jpg' ) })); materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/nz.jpg' ) })); for (var i = 0; i < 6; i++) materialArray[i].side = THREE.BackSide; var skyboxMaterial = new THREE.MeshFaceMaterial( materialArray ); var skyboxGeom = new THREE.CubeGeometry( 5000, 5000, 5000, 1, 1, 1 ); var skybox = new THREE.Mesh( skyboxGeom, skyboxMaterial ); scene.add( skybox ); //////////// // CUSTOM // //////////// var cubeGeometry = new THREE.CubeGeometry( 50, 50, 50 ); var cubeTexture = new THREE.ImageUtils.loadTexture( 'img/0.png' ); var cubeMaterial = new THREE.MeshBasicMaterial( { map: cubeTexture } ); var cube = new THREE.Mesh( cubeGeometry, cubeMaterial ); cube.position.set(-50,25,0); cube.castShadow = true; scene.add(cube); var cubeGeometry1 = new THREE.CubeGeometry( 50, 50, 50 ); var cubeTexture1 = new THREE.ImageUtils.loadTexture( 'img/4.png' ); var cubeMaterial1 = new THREE.MeshBasicMaterial( { map: cubeTexture1 } ); var cube1 = new THREE.Mesh( cubeGeometry1, cubeMaterial1 ); cube1.position.set(-150,25,0); cube1.castShadow = true; scene.add(cube1); var cubeGeometry2 = new THREE.CubeGeometry( 50, 50, 50 ); var cubeTexture2 = new THREE.ImageUtils.loadTexture( 'img/9.png' ); var cubeMaterial2 = new THREE.MeshBasicMaterial( { map: cubeTexture2 } ); var cube2 = new THREE.Mesh( cubeGeometry2, cubeMaterial2 ); cube2.position.set(150,25,0); cube2.castShadow = true; scene.add(cube2); var sphereGeometry = new THREE.SphereGeometry( 50, 32, 16 ); var sphereTexture = new THREE.ImageUtils.loadTexture( 'img/8.png' ); var sphereMaterial = new THREE.MeshBasicMaterial( { map: sphereTexture } ); var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial); sphere.position.set(50, 50, -50); sphere.castShadow = true; scene.add(sphere); ///////////////////// // POST-PROCESSING // ///////////////////// // GUI setup gui = new dat.GUI(); parameters = { horizBlur: 1.25, vertiBlur: 1.25, useShaderNone: function() { setupShaderNone(); }, useShaderBlur: function() { setupShaderBlur(); } }; gui.add( parameters, 'useShaderNone' ).name("Display Original Scene"); var folderBlur = gui.addFolder('Blur'); var horizBlurGUI = folderBlur.add( parameters, 'horizBlur' ).min(0.0).max(3.0).step(0.01).name("Horizontal Blur").listen(); horizBlurGUI.onChange( function(value) { setupShaderBlur(); } ); var vertiBlurGUI = folderBlur.add( parameters, 'vertiBlur' ).min(0.0).max(3.0).step(0.01).name("Vertical Blur").listen(); vertiBlurGUI.onChange( function(value) { setupShaderBlur(); } ); folderBlur.add( parameters, 'useShaderBlur' ).name("Use Blur Shader"); folderBlur.open(); setupShaderNone(); } function setupShaderNone() { shaderActive = "none"; } function setupShaderBlur() { composer = new THREE.EffectComposer( renderer ); composer.addPass( new THREE.RenderPass( scene, camera ) ); // http://devmaster.net/posts/3100/shader-effects-glow-bloom // http://www.neilblevins.com/cg_education/specular_bloom/specular_bloom.htm var effectHorizBlur = new THREE.ShaderPass( THREE.HorizontalBlurShader ); var effectVertiBlur = new THREE.ShaderPass( THREE.VerticalBlurShader ); effectHorizBlur.uniforms[ "h" ].value = parameters.horizBlur / window.innerWidth; effectVertiBlur.uniforms[ "v" ].value = parameters.vertiBlur / window.innerHeight; effectVertiBlur.renderToScreen = true; composer.addPass( effectHorizBlur ); composer.addPass( effectVertiBlur ); shaderActive = "blur"; } function animate() { requestAnimationFrame( animate ); render(); update(); } function update() { if ( keyboard.pressed("z") ) { // do something } controls.update(); stats.update(); } function render() { if ( shaderActive == "none" ) renderer.render( scene, camera ); else composer.render(); } | cs |
HorizontalBlurShader.js
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 | /** * @author zz85 / http://www.lab4games.net/zz85/blog * * Two pass Gaussian blur filter (horizontal and vertical blur shaders) * - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/ * and used in http://www.cake23.de/traveling-wavefronts-lit-up.html * * - 9 samples per pass * - standard deviation 2.7 * - "h" and "v" parameters should be set to "1 / width" and "1 / height" */ THREE.HorizontalBlurShader = { uniforms: { "tDiffuse": { type: "t", value: null }, "h": { type: "f", 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 h;", "varying vec2 vUv;", "void main() {", "vec4 sum = vec4( 0.0 );", "sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;", "sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;", "sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;", "sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;", "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;", "sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;", "sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;", "sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;", "sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;", "gl_FragColor = sum;", "}" ].join("\n") }; | cs |
VerticalBlurShader.js
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 | /** * @author zz85 / http://www.lab4games.net/zz85/blog * * Two pass Gaussian blur filter (horizontal and vertical blur shaders) * - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/ * and used in http://www.cake23.de/traveling-wavefronts-lit-up.html * * - 9 samples per pass * - standard deviation 2.7 * - "h" and "v" parameters should be set to "1 / width" and "1 / height" */ THREE.VerticalBlurShader = { uniforms: { "tDiffuse": { type: "t", value: null }, "v": { type: "f", 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;", "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;", "gl_FragColor = sum;", "}" ].join("\n") }; | cs |
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