import { float, Fn, vec2, uv, sin, rand, degrees, cos, Loop, vec4, premultiplyAlpha, unpremultiplyAlpha, convertToTexture, nodeObject } from 'three/tsl'; /** * Applies a hash blur effect to the given texture node. * * The approach of this blur is different compared to Gaussian and box blur since * it does not rely on a kernel to apply a convolution. Instead, it reads the base * texture multiple times in a random pattern and then averages the samples. A * typical artifact of this technique is a slightly noisy appearance of the blur which * can be mitigated by increasing the number of iterations (see `repeats` parameter). * Compared to Gaussian blur, hash blur requires just a single pass. * * Reference: {@link https://www.shadertoy.com/view/4lXXWn}. * * @function * @param {Node} textureNode - The texture node that should be blurred. * @param {Node} [bluramount=float(0.1)] - This node determines the amount of blur. * @param {Object} [options={}] - Additional options for the hash blur effect. * @param {Node} [options.repeats=float(45)] - The number of iterations for the blur effect. * @param {boolean} [options.premultipliedAlpha=false] - Whether to use premultiplied alpha for the blur effect. * @return {Node} The blurred texture node. */ export const hashBlur = /*#__PURE__*/ Fn( ( [ textureNode, bluramount = float( 0.1 ), options = {} ] ) => { textureNode = convertToTexture( textureNode ); const repeats = nodeObject( options.repeats ) || float( 45 ); const premultipliedAlpha = options.premultipliedAlpha || false; const tap = ( uv ) => { const sample = textureNode.sample( uv ); return premultipliedAlpha ? premultiplyAlpha( sample ) : sample; }; const targetUV = textureNode.uvNode || uv(); const blurred_image = vec4( 0. ); Loop( { start: 0., end: repeats, type: 'float' }, ( { i } ) => { 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 ) ) ); const uv2 = vec2( targetUV.add( q.mul( bluramount ) ) ); blurred_image.addAssign( tap( uv2 ) ); } ); blurred_image.divAssign( repeats ); return premultipliedAlpha ? unpremultiplyAlpha( blurred_image ) : blurred_image; } );