
/**
 * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
 *
 * - 9 samples per pass
 * - standard deviation 2.7
 * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
 * - "r" parameter control where "focused" horizontal line lies
 */

var HorizontalTiltShiftShader = {

	uniforms: {

		"tDiffuse": { value: null },
		"h": { value: 1.0 / 512.0 },
		"r": { value: 0.35 }

	},

	vertexShader: [

		"varying vec2 vUv;",

		"void main() {",

		"	vUv = uv;",
		"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

		"}"

	].join( "\n" ),

	fragmentShader: [

		"uniform sampler2D tDiffuse;",
		"uniform float h;",
		"uniform float r;",

		"varying vec2 vUv;",

		"void main() {",

		"	vec4 sum = vec4( 0.0 );",

		"	float hh = h * abs( r - vUv.y );",

		"	sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;",
		"	sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;",
		"	sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;",
		"	sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;",
		"	sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
		"	sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;",
		"	sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;",
		"	sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;",
		"	sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;",

		"	gl_FragColor = sum;",

		"}"

	].join( "\n" )

};

export { HorizontalTiltShiftShader };
