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ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /shaders /DepthLimitedBlurShader.js
| import { Vector2 } from "three"; | |
| const DepthLimitedBlurShader = { | |
| defines: { | |
| KERNEL_RADIUS: 4, | |
| DEPTH_PACKING: 1, | |
| PERSPECTIVE_CAMERA: 1 | |
| }, | |
| uniforms: { | |
| tDiffuse: { value: null }, | |
| size: { value: /* @__PURE__ */ new Vector2(512, 512) }, | |
| sampleUvOffsets: { value: [/* @__PURE__ */ new Vector2(0, 0)] }, | |
| sampleWeights: { value: [1] }, | |
| tDepth: { value: null }, | |
| cameraNear: { value: 10 }, | |
| cameraFar: { value: 1e3 }, | |
| depthCutoff: { value: 10 } | |
| }, | |
| vertexShader: ( | |
| /* glsl */ | |
| ` | |
| #include <common> | |
| uniform vec2 size; | |
| varying vec2 vUv; | |
| varying vec2 vInvSize; | |
| void main() { | |
| vUv = uv; | |
| vInvSize = 1.0 / size; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| } | |
| ` | |
| ), | |
| fragmentShader: ( | |
| /* glsl */ | |
| ` | |
| #include <common> | |
| #include <packing> | |
| uniform sampler2D tDiffuse; | |
| uniform sampler2D tDepth; | |
| uniform float cameraNear; | |
| uniform float cameraFar; | |
| uniform float depthCutoff; | |
| uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ]; | |
| uniform float sampleWeights[ KERNEL_RADIUS + 1 ]; | |
| varying vec2 vUv; | |
| varying vec2 vInvSize; | |
| float getDepth( const in vec2 screenPosition ) { | |
| #if DEPTH_PACKING == 1 | |
| return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) ); | |
| #else | |
| return texture2D( tDepth, screenPosition ).x; | |
| #endif | |
| } | |
| float getViewZ( const in float depth ) { | |
| #if PERSPECTIVE_CAMERA == 1 | |
| return perspectiveDepthToViewZ( depth, cameraNear, cameraFar ); | |
| #else | |
| return orthographicDepthToViewZ( depth, cameraNear, cameraFar ); | |
| #endif | |
| } | |
| void main() { | |
| float depth = getDepth( vUv ); | |
| if( depth >= ( 1.0 - EPSILON ) ) { | |
| discard; | |
| } | |
| float centerViewZ = -getViewZ( depth ); | |
| bool rBreak = false, lBreak = false; | |
| float weightSum = sampleWeights[0]; | |
| vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum; | |
| for( int i = 1; i <= KERNEL_RADIUS; i ++ ) { | |
| float sampleWeight = sampleWeights[i]; | |
| vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize; | |
| vec2 sampleUv = vUv + sampleUvOffset; | |
| float viewZ = -getViewZ( getDepth( sampleUv ) ); | |
| if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true; | |
| if( ! rBreak ) { | |
| diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight; | |
| weightSum += sampleWeight; | |
| } | |
| sampleUv = vUv - sampleUvOffset; | |
| viewZ = -getViewZ( getDepth( sampleUv ) ); | |
| if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true; | |
| if( ! lBreak ) { | |
| diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight; | |
| weightSum += sampleWeight; | |
| } | |
| } | |
| gl_FragColor = diffuseSum / weightSum; | |
| } | |
| ` | |
| ) | |
| }; | |
| const BlurShaderUtils = { | |
| createSampleWeights: (kernelRadius, stdDev) => { | |
| const gaussian = (x, stdDev2) => { | |
| return Math.exp(-(x * x) / (2 * (stdDev2 * stdDev2))) / (Math.sqrt(2 * Math.PI) * stdDev2); | |
| }; | |
| const weights = []; | |
| for (let i = 0; i <= kernelRadius; i++) { | |
| weights.push(gaussian(i, stdDev)); | |
| } | |
| return weights; | |
| }, | |
| createSampleOffsets: (kernelRadius, uvIncrement) => { | |
| const offsets = []; | |
| for (let i = 0; i <= kernelRadius; i++) { | |
| offsets.push(uvIncrement.clone().multiplyScalar(i)); | |
| } | |
| return offsets; | |
| }, | |
| configure: (shader, kernelRadius, stdDev, uvIncrement) => { | |
| shader.defines["KERNEL_RADIUS"] = kernelRadius; | |
| shader.uniforms["sampleUvOffsets"].value = BlurShaderUtils.createSampleOffsets(kernelRadius, uvIncrement); | |
| shader.uniforms["sampleWeights"].value = BlurShaderUtils.createSampleWeights(kernelRadius, stdDev); | |
| shader.needsUpdate = true; | |
| } | |
| }; | |
| export { | |
| BlurShaderUtils, | |
| DepthLimitedBlurShader | |
| }; | |
| //# sourceMappingURL=DepthLimitedBlurShader.js.map | |
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