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app/node_modules/three/examples/jsm/tsl/display/hashBlur.js
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56
app/node_modules/three/examples/jsm/tsl/display/hashBlur.js
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import { float, Fn, vec2, uv, sin, rand, degrees, cos, Loop, vec4, premultiplyAlpha, unpremultiplyAlpha } from 'three/tsl';
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/**
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* Applies a hash blur effect to the given texture node.
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*
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* Reference: {@link https://www.shadertoy.com/view/4lXXWn}.
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*
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* @function
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* @param {Node<vec4>} textureNode - The texture node that should be blurred.
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* @param {Node<float>} [bluramount=float(0.1)] - This node determines the amount of blur.
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* @param {Object} [options={}] - Additional options for the hash blur effect.
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* @param {Node<float>} [options.repeats=float(45)] - The number of iterations for the blur effect.
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* @param {Node<vec4>} [options.mask=null] - A mask node to control the alpha blending of the blur.
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* @param {boolean} [options.premultipliedAlpha=false] - Whether to use premultiplied alpha for the blur effect.
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* @return {Node<vec4>} The blurred texture node.
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*/
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export const hashBlur = /*#__PURE__*/ Fn( ( [ textureNode, bluramount = float( 0.1 ), options = {} ] ) => {
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const {
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repeats = float( 45 ),
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mask = null,
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premultipliedAlpha = false
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} = options;
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const draw = ( uv ) => {
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let sample = textureNode.sample( uv );
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if ( mask !== null ) {
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const alpha = mask.sample( uv ).x;
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sample = vec4( sample.rgb, sample.a.mul( alpha ) );
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}
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return premultipliedAlpha ? premultiplyAlpha( sample ) : sample;
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};
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const targetUV = textureNode.uvNode || uv();
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const blurred_image = vec4( 0. ).toVar();
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Loop( { start: 0., end: repeats, type: 'float' }, ( { i } ) => {
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const q = vec2( vec2( cos( degrees( i.div( repeats ).mul( 360. ) ) ), sin( degrees( i.div( repeats ).mul( 360. ) ) ) ).mul( rand( vec2( i, targetUV.x.add( targetUV.y ) ) ).add( bluramount ) ) );
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const uv2 = vec2( targetUV.add( q.mul( bluramount ) ) );
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blurred_image.addAssign( draw( uv2 ) );
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} );
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blurred_image.divAssign( repeats );
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return premultipliedAlpha ? unpremultiplyAlpha( blurred_image ) : blurred_image;
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} );
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