File: //var/www/aspa/three/addons/shaders/TriangleBlurShader.js
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 };