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--- | ||
"render-composer": patch | ||
--- | ||
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**New:** A first, very basic, very static, very experimental implementation of a `TiltShiftEffect`. Handle with care. |
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packages/render-composer/src/effects/TiltShiftEffect.tsx
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import * as PP from "postprocessing" | ||
import { $, Input, Resolution, Snippet, Vec2, Vec3 } from "shader-composer" | ||
import { | ||
InputColor, | ||
PostProcessingEffectMaster, | ||
ShaderComposerEffect | ||
} from "shader-composer-postprocessing" | ||
import { usePostProcessingEffect } from "../lib/usePostProcessingEffect" | ||
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export type TiltShiftEffectProps = ConstructorParameters< | ||
typeof TiltShiftEffectImpl | ||
>[0] | ||
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export const TiltShiftEffect = (props: TiltShiftEffectProps) => { | ||
usePostProcessingEffect(() => new TiltShiftEffectImpl(props), props) | ||
return null | ||
} | ||
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export type TiltShiftEffectArgs = { | ||
blendFunction?: PP.BlendFunction | ||
} | ||
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const random = Snippet( | ||
(random) => $` | ||
float ${random}(vec3 scale, float seed) { | ||
/* use the fragment position for a different seed per-pixel */ | ||
return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed); | ||
} | ||
` | ||
) | ||
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const TiltShiftUnit = ( | ||
inputColor: Input<"vec3">, | ||
start: Input<"vec2">, | ||
end: Input<"vec2">, | ||
delta: Input<"vec2">, | ||
blurRadius: Input<"float">, | ||
gradientRadius: Input<"float">, | ||
sampleCount: Input<"float"> | ||
) => | ||
Vec3(inputColor, { | ||
fragment: { | ||
body: $` | ||
vec3 color = vec3(0.0); | ||
float total = 0.0; | ||
vec2 startPixel = vec2(${start}.x * ${Resolution}.x, ${start}.y * ${Resolution}.y); | ||
vec2 endPixel = vec2(${end}.x * ${Resolution}.x, ${end}.y * ${Resolution}.y); | ||
/* randomize the lookup values to hide the fixed number of samples */ | ||
float offset = ${random}(vec3(12.9898, 78.233, 151.7182), 0.0); | ||
vec2 normal = normalize(vec2(startPixel.y - endPixel.y, endPixel.x - startPixel.x)); | ||
float radius = smoothstep(0.0, 1.0, | ||
abs(dot(uv * ${Resolution} - startPixel, normal)) / ${gradientRadius}) * ${blurRadius}; | ||
float firstSample = ${sampleCount} / -2.0; | ||
float lastSample = ${sampleCount} / 2.0; | ||
// for (float t = -30.0; t <= 30.0; t++) { | ||
for (float t = firstSample; t <= lastSample; t++) { | ||
float percent = (t + offset - 0.5) / lastSample; | ||
float weight = 1.0 - abs(percent); | ||
vec4 sample_t = texture2D(inputBuffer, uv + ${delta} / ${Resolution} * percent * radius); | ||
/* switch to pre-multiplied alpha to correctly blur transparent images */ | ||
sample_t.rgb *= sample_t.a; | ||
color += vec3(sample_t) * weight; | ||
total += weight; | ||
} | ||
value = color / total; | ||
/* switch back from pre-multiplied alpha */ | ||
// value.rgb /= value.a + 0.00001; | ||
` | ||
} | ||
}) | ||
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export class TiltShiftEffectImpl extends ShaderComposerEffect { | ||
constructor({ | ||
blendFunction = PP.BlendFunction.NORMAL | ||
}: TiltShiftEffectArgs) { | ||
super({ | ||
blendFunction, | ||
root: PostProcessingEffectMaster({ | ||
color: TiltShiftUnit( | ||
InputColor, | ||
Vec2([0, 0.5]), | ||
Vec2([1, 0.5]), | ||
Vec2([1, 1]), | ||
10, | ||
400, | ||
40 | ||
) | ||
}) | ||
}) | ||
} | ||
} |
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