Buckets:
| /** | |
| * Depth-of-field shader with bokeh | |
| * ported from GLSL shader by Martins Upitis | |
| * http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html | |
| */ | |
| import type { IUniform, Texture } from 'three'; | |
| import type { IShader } from './types'; | |
| export type BokehShaderDefines = { | |
| DEPTH_PACKING: number; | |
| PERSPECTIVE_CAMERA: number; | |
| }; | |
| export type BokehShaderUniforms = { | |
| aperture: IUniform<number>; | |
| aspect: IUniform<number>; | |
| farClip: IUniform<number>; | |
| focus: IUniform<number>; | |
| maxblur: IUniform<number>; | |
| nearClip: IUniform<number>; | |
| tColor: IUniform<Texture | null>; | |
| tDepth: IUniform<Texture | null>; | |
| }; | |
| export interface IBokehShader extends IShader<BokehShaderUniforms, BokehShaderDefines> { | |
| } | |
| export declare const BokehShader: IBokehShader; | |
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