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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /shaders /DepthLimitedBlurShader.js
| import { | |
| Vector2 | |
| } from 'three'; | |
| /** | |
| * TODO | |
| */ | |
| const DepthLimitedBlurShader = { | |
| name: 'DepthLimitedBlurShader', | |
| defines: { | |
| 'KERNEL_RADIUS': 4, | |
| 'DEPTH_PACKING': 1, | |
| 'PERSPECTIVE_CAMERA': 1 | |
| }, | |
| uniforms: { | |
| 'tDiffuse': { value: null }, | |
| 'size': { value: new Vector2( 512, 512 ) }, | |
| 'sampleUvOffsets': { value: [ new Vector2( 0, 0 ) ] }, | |
| 'sampleWeights': { value: [ 1.0 ] }, | |
| 'tDepth': { value: null }, | |
| 'cameraNear': { value: 10 }, | |
| 'cameraFar': { value: 1000 }, | |
| '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: function ( kernelRadius, stdDev ) { | |
| const weights = []; | |
| for ( let i = 0; i <= kernelRadius; i ++ ) { | |
| weights.push( gaussian( i, stdDev ) ); | |
| } | |
| return weights; | |
| }, | |
| createSampleOffsets: function ( kernelRadius, uvIncrement ) { | |
| const offsets = []; | |
| for ( let i = 0; i <= kernelRadius; i ++ ) { | |
| offsets.push( uvIncrement.clone().multiplyScalar( i ) ); | |
| } | |
| return offsets; | |
| }, | |
| configure: function ( material, kernelRadius, stdDev, uvIncrement ) { | |
| material.defines[ 'KERNEL_RADIUS' ] = kernelRadius; | |
| material.uniforms[ 'sampleUvOffsets' ].value = BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement ); | |
| material.uniforms[ 'sampleWeights' ].value = BlurShaderUtils.createSampleWeights( kernelRadius, stdDev ); | |
| material.needsUpdate = true; | |
| } | |
| }; | |
| function gaussian( x, stdDev ) { | |
| return Math.exp( - ( x * x ) / ( 2.0 * ( stdDev * stdDev ) ) ) / ( Math.sqrt( 2.0 * Math.PI ) * stdDev ); | |
| } | |
| export { DepthLimitedBlurShader, BlurShaderUtils }; | |
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