File: //var/www/aspa/three/addons/shaders/ConvolutionShader.js
import {
	Vector2
} from 'three';
/**
 * Convolution shader
 * ported from o3d sample to WebGL / GLSL
 */
const ConvolutionShader = {
	name: '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: /* glsl */`
		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 );
		}`,
	fragmentShader: /* glsl */`
		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;
		}`,
	buildKernel: function ( sigma ) {
		// We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
		const kMaxKernelSize = 25;
		let kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
		if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
		const halfWidth = ( kernelSize - 1 ) * 0.5;
		const values = new Array( kernelSize );
		let sum = 0.0;
		for ( let i = 0; i < kernelSize; ++ i ) {
			values[ i ] = gauss( i - halfWidth, sigma );
			sum += values[ i ];
		}
		// normalize the kernel
		for ( let i = 0; i < kernelSize; ++ i ) values[ i ] /= sum;
		return values;
	}
};
function gauss( x, sigma ) {
	return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
}
export { ConvolutionShader };