Files
lucidia-metaverse/node_modules/three/examples/jsm/shaders/TriangleBlurShader.js
Alexa Louise 47cf47f624 Initial commit: Lucidia Metaverse
Complete 3D metaverse platform with:
- Three.js 3D rendering
- Cannon.js physics engine
- Pointer lock controls
- Procedural cityscape
- Floating islands
- Portal system
- Particle effects
- WebXR/VR support ready
- Multiplayer ready (Socket.io)

Features:
- First-person controls (WASD + mouse)
- Jump and run mechanics
- Chat system
- Real-time HUD
- Loading screen
- Responsive design

Built with Vite for fast builds and hot reload.

🤖 Generated with Claude Code

Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-22 19:02:56 -06:00

75 lines
1.2 KiB
JavaScript

import {
Vector2
} from 'three';
/**
* Triangle blur shader
* based on glfx.js triangle blur shader
* https://github.com/evanw/glfx.js
*
* A basic blur filter, which convolves the image with a
* pyramid filter. The pyramid filter is separable and is applied as two
* perpendicular triangle filters.
*/
const TriangleBlurShader = {
name: 'TriangleBlurShader',
uniforms: {
'texture': { value: null },
'delta': { value: new Vector2( 1, 1 ) }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
#include <common>
#define ITERATIONS 10.0
uniform sampler2D texture;
uniform vec2 delta;
varying vec2 vUv;
void main() {
vec4 color = vec4( 0.0 );
float total = 0.0;
// randomize the lookup values to hide the fixed number of samples
float offset = rand( vUv );
for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {
float percent = ( t + offset - 0.5 ) / ITERATIONS;
float weight = 1.0 - abs( percent );
color += texture2D( texture, vUv + delta * percent ) * weight;
total += weight;
}
gl_FragColor = color / total;
}`
};
export { TriangleBlurShader };