import { Fn, vec2, uv, Loop, vec4, premultiplyAlpha, unpremultiplyAlpha, max, int, textureSize, nodeObject, convertToTexture } from 'three/tsl'; /** * Applies a box blur effect to the given texture node. * * Compared to Gaussian blur, box blur produces a more blocky result but with better performance when correctly * configured. It is intended for mobile devices or performance restricted use cases where Gaussian is too heavy. * * The (kernel) `size` parameter should be small (1, 2 or 3) since it determines the number of samples based on (size * 2 + 1)^2. * This implementation uses a single pass approach so the kernel is not applied as a separable filter. That means larger * kernels won't perform well. Use Gaussian instead if you need a more high-quality blur. * * To produce wider blurs, increase the `separation` parameter instead which has no influence on the performance. * * Reference: {@link https://github.com/lettier/3d-game-shaders-for-beginners/blob/master/demonstration/shaders/fragment/box-blur.frag}. * * @function * @param {Node} textureNode - The texture node that should be blurred. * @param {Object} [options={}] - Additional options for the hash blur effect. * @param {Node} [options.size=int(1)] - Controls the blur's kernel. For performant results, the range should within [1, 3]. * @param {Node} [options.separation=int(1)] - Spreads out the blur without having to sample additional fragments. Ranges from [1, Infinity]. * @param {boolean} [options.premultipliedAlpha=false] - Whether to use premultiplied alpha for the blur effect. * @return {Node} The blurred texture node. */ export const boxBlur = /*#__PURE__*/ Fn( ( [ textureNode, options = {} ] ) => { textureNode = convertToTexture( textureNode ); const size = nodeObject( options.size ) || int( 1 ); const separation = nodeObject( options.separation ) || int( 1 ); const premultipliedAlpha = options.premultipliedAlpha || false; const tap = ( uv ) => { const sample = textureNode.sample( uv ); return premultipliedAlpha ? premultiplyAlpha( sample ) : sample; }; const targetUV = textureNode.uvNode || uv(); const result = vec4( 0 ); const sep = max( separation, 1 ); const count = int( 0 ); const pixelStep = vec2( 1 ).div( textureSize( textureNode ) ); Loop( { start: size.negate(), end: size, name: 'i', condition: '<=' }, ( { i } ) => { Loop( { start: size.negate(), end: size, name: 'j', condition: '<=' }, ( { j } ) => { const uvs = targetUV.add( vec2( i, j ).mul( pixelStep ).mul( sep ) ); result.addAssign( tap( uvs ) ); count.addAssign( 1 ); } ); } ); result.divAssign( count ); return premultipliedAlpha ? unpremultiplyAlpha( result ) : result; } );