Buckets:
| import { Vector2 } from "three"; | |
| const BokehShader2 = { | |
| uniforms: { | |
| textureWidth: { value: 1 }, | |
| textureHeight: { value: 1 }, | |
| focalDepth: { value: 1 }, | |
| focalLength: { value: 24 }, | |
| fstop: { value: 0.9 }, | |
| tColor: { value: null }, | |
| tDepth: { value: null }, | |
| maxblur: { value: 1 }, | |
| showFocus: { value: 0 }, | |
| manualdof: { value: 0 }, | |
| vignetting: { value: 0 }, | |
| depthblur: { value: 0 }, | |
| threshold: { value: 0.5 }, | |
| gain: { value: 2 }, | |
| bias: { value: 0.5 }, | |
| fringe: { value: 0.7 }, | |
| znear: { value: 0.1 }, | |
| zfar: { value: 100 }, | |
| noise: { value: 1 }, | |
| dithering: { value: 1e-4 }, | |
| pentagon: { value: 0 }, | |
| shaderFocus: { value: 1 }, | |
| focusCoords: { value: /* @__PURE__ */ new Vector2() } | |
| }, | |
| vertexShader: ( | |
| /* glsl */ | |
| ` | |
| varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| } | |
| ` | |
| ), | |
| fragmentShader: ( | |
| /* glsl */ | |
| ` | |
| #include <common> | |
| varying vec2 vUv; | |
| uniform sampler2D tColor; | |
| uniform sampler2D tDepth; | |
| uniform float textureWidth; | |
| uniform float textureHeight; | |
| uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below | |
| uniform float focalLength; //focal length in mm | |
| uniform float fstop; //f-stop value | |
| uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range) | |
| /* | |
| make sure that these two values are the same for your camera, otherwise distances will be wrong. | |
| */ | |
| uniform float znear; // camera clipping start | |
| uniform float zfar; // camera clipping end | |
| //------------------------------------------ | |
| //user variables | |
| const int samples = SAMPLES; //samples on the first ring | |
| const int rings = RINGS; //ring count | |
| const int maxringsamples = rings * samples; | |
| uniform bool manualdof; // manual dof calculation | |
| float ndofstart = 1.0; // near dof blur start | |
| float ndofdist = 2.0; // near dof blur falloff distance | |
| float fdofstart = 1.0; // far dof blur start | |
| float fdofdist = 3.0; // far dof blur falloff distance | |
| float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm) | |
| uniform bool vignetting; // use optical lens vignetting | |
| float vignout = 1.3; // vignetting outer border | |
| float vignin = 0.0; // vignetting inner border | |
| float vignfade = 22.0; // f-stops till vignete fades | |
| uniform bool shaderFocus; | |
| // disable if you use external focalDepth value | |
| uniform vec2 focusCoords; | |
| // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right) | |
| // if center of screen use vec2(0.5, 0.5); | |
| uniform float maxblur; | |
| //clamp value of max blur (0.0 = no blur, 1.0 default) | |
| uniform float threshold; // highlight threshold; | |
| uniform float gain; // highlight gain; | |
| uniform float bias; // bokeh edge bias | |
| uniform float fringe; // bokeh chromatic aberration / fringing | |
| uniform bool noise; //use noise instead of pattern for sample dithering | |
| uniform float dithering; | |
| uniform bool depthblur; // blur the depth buffer | |
| float dbsize = 1.25; // depth blur size | |
| /* | |
| next part is experimental | |
| not looking good with small sample and ring count | |
| looks okay starting from samples = 4, rings = 4 | |
| */ | |
| uniform bool pentagon; //use pentagon as bokeh shape? | |
| float feather = 0.4; //pentagon shape feather | |
| //------------------------------------------ | |
| float penta(vec2 coords) { | |
| //pentagonal shape | |
| float scale = float(rings) - 1.3; | |
| vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0); | |
| vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0); | |
| vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0); | |
| vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0); | |
| vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0); | |
| vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0); | |
| vec4 one = vec4( 1.0 ); | |
| vec4 P = vec4((coords),vec2(scale, scale)); | |
| vec4 dist = vec4(0.0); | |
| float inorout = -4.0; | |
| dist.x = dot( P, HS0 ); | |
| dist.y = dot( P, HS1 ); | |
| dist.z = dot( P, HS2 ); | |
| dist.w = dot( P, HS3 ); | |
| dist = smoothstep( -feather, feather, dist ); | |
| inorout += dot( dist, one ); | |
| dist.x = dot( P, HS4 ); | |
| dist.y = HS5.w - abs( P.z ); | |
| dist = smoothstep( -feather, feather, dist ); | |
| inorout += dist.x; | |
| return clamp( inorout, 0.0, 1.0 ); | |
| } | |
| float bdepth(vec2 coords) { | |
| // Depth buffer blur | |
| float d = 0.0; | |
| float kernel[9]; | |
| vec2 offset[9]; | |
| vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize; | |
| offset[0] = vec2(-wh.x,-wh.y); | |
| offset[1] = vec2( 0.0, -wh.y); | |
| offset[2] = vec2( wh.x -wh.y); | |
| offset[3] = vec2(-wh.x, 0.0); | |
| offset[4] = vec2( 0.0, 0.0); | |
| offset[5] = vec2( wh.x, 0.0); | |
| offset[6] = vec2(-wh.x, wh.y); | |
| offset[7] = vec2( 0.0, wh.y); | |
| offset[8] = vec2( wh.x, wh.y); | |
| kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0; | |
| kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0; | |
| kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0; | |
| for( int i=0; i<9; i++ ) { | |
| float tmp = texture2D(tDepth, coords + offset[i]).r; | |
| d += tmp * kernel[i]; | |
| } | |
| return d; | |
| } | |
| vec3 color(vec2 coords,float blur) { | |
| //processing the sample | |
| vec3 col = vec3(0.0); | |
| vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight); | |
| col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r; | |
| col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g; | |
| col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b; | |
| vec3 lumcoeff = vec3(0.299,0.587,0.114); | |
| float lum = dot(col.rgb, lumcoeff); | |
| float thresh = max((lum-threshold)*gain, 0.0); | |
| return col+mix(vec3(0.0),col,thresh*blur); | |
| } | |
| vec3 debugFocus(vec3 col, float blur, float depth) { | |
| float edge = 0.002*depth; //distance based edge smoothing | |
| float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0); | |
| float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0); | |
| col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6); | |
| col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2); | |
| return col; | |
| } | |
| float linearize(float depth) { | |
| return -zfar * znear / (depth * (zfar - znear) - zfar); | |
| } | |
| float vignette() { | |
| float dist = distance(vUv.xy, vec2(0.5,0.5)); | |
| dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist); | |
| return clamp(dist,0.0,1.0); | |
| } | |
| float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) { | |
| float rings2 = float(rings); | |
| float step = PI*2.0 / float(ringsamples); | |
| float pw = cos(j*step)*i; | |
| float ph = sin(j*step)*i; | |
| float p = 1.0; | |
| if (pentagon) { | |
| p = penta(vec2(pw,ph)); | |
| } | |
| col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p; | |
| return 1.0 * mix(1.0, i /rings2, bias) * p; | |
| } | |
| void main() { | |
| //scene depth calculation | |
| float depth = linearize(texture2D(tDepth,vUv.xy).x); | |
| // Blur depth? | |
| if ( depthblur ) { | |
| depth = linearize(bdepth(vUv.xy)); | |
| } | |
| //focal plane calculation | |
| float fDepth = focalDepth; | |
| if (shaderFocus) { | |
| fDepth = linearize(texture2D(tDepth,focusCoords).x); | |
| } | |
| // dof blur factor calculation | |
| float blur = 0.0; | |
| if (manualdof) { | |
| float a = depth-fDepth; // Focal plane | |
| float b = (a-fdofstart)/fdofdist; // Far DoF | |
| float c = (-a-ndofstart)/ndofdist; // Near Dof | |
| blur = (a>0.0) ? b : c; | |
| } else { | |
| float f = focalLength; // focal length in mm | |
| float d = fDepth*1000.0; // focal plane in mm | |
| float o = depth*1000.0; // depth in mm | |
| float a = (o*f)/(o-f); | |
| float b = (d*f)/(d-f); | |
| float c = (d-f)/(d*fstop*CoC); | |
| blur = abs(a-b)*c; | |
| } | |
| blur = clamp(blur,0.0,1.0); | |
| // calculation of pattern for dithering | |
| vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur; | |
| // getting blur x and y step factor | |
| float w = (1.0/textureWidth)*blur*maxblur+noise.x; | |
| float h = (1.0/textureHeight)*blur*maxblur+noise.y; | |
| // calculation of final color | |
| vec3 col = vec3(0.0); | |
| if(blur < 0.05) { | |
| //some optimization thingy | |
| col = texture2D(tColor, vUv.xy).rgb; | |
| } else { | |
| col = texture2D(tColor, vUv.xy).rgb; | |
| float s = 1.0; | |
| int ringsamples; | |
| for (int i = 1; i <= rings; i++) { | |
| /*unboxstart*/ | |
| ringsamples = i * samples; | |
| for (int j = 0 ; j < maxringsamples ; j++) { | |
| if (j >= ringsamples) break; | |
| s += gather(float(i), float(j), ringsamples, col, w, h, blur); | |
| } | |
| /*unboxend*/ | |
| } | |
| col /= s; //divide by sample count | |
| } | |
| if (showFocus) { | |
| col = debugFocus(col, blur, depth); | |
| } | |
| if (vignetting) { | |
| col *= vignette(); | |
| } | |
| gl_FragColor.rgb = col; | |
| gl_FragColor.a = 1.0; | |
| } | |
| ` | |
| ) | |
| }; | |
| const BokehDepthShader = { | |
| uniforms: { | |
| mNear: { value: 1 }, | |
| mFar: { value: 1e3 } | |
| }, | |
| vertexShader: ( | |
| /* glsl */ | |
| ` | |
| varying float vViewZDepth; | |
| void main() { | |
| #include <begin_vertex> | |
| #include <project_vertex> | |
| vViewZDepth = - mvPosition.z; | |
| } | |
| ` | |
| ), | |
| fragmentShader: ( | |
| /* glsl */ | |
| ` | |
| uniform float mNear; | |
| uniform float mFar; | |
| varying float vViewZDepth; | |
| void main() { | |
| float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth ); | |
| gl_FragColor = vec4( vec3( color ), 1.0 ); | |
| } | |
| ` | |
| ) | |
| }; | |
| export { | |
| BokehDepthShader, | |
| BokehShader2 | |
| }; | |
| //# sourceMappingURL=BokehShader2.js.map | |
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