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| THREE.BokehShader = { |
|
|
| uniforms: { |
|
|
| "textureWidth": { value: 1.0 }, |
| "textureHeight": { value: 1.0 }, |
|
|
| "focalDepth": { value: 1.0 }, |
| "focalLength": { value: 24.0 }, |
| "fstop": { value: 0.9 }, |
|
|
| "tColor": { value: null }, |
| "tDepth": { value: null }, |
|
|
| "maxblur": { value: 1.0 }, |
|
|
| "showFocus": { value: 0 }, |
| "manualdof": { value: 0 }, |
| "vignetting": { value: 0 }, |
| "depthblur": { value: 0 }, |
|
|
| "threshold": { value: 0.5 }, |
| "gain": { value: 2.0 }, |
| "bias": { value: 0.5 }, |
| "fringe": { value: 0.7 }, |
|
|
| "znear": { value: 0.1 }, |
| "zfar": { value: 100 }, |
|
|
| "noise": { value: 1 }, |
| "dithering": { value: 0.0001 }, |
| "pentagon": { value: 0 }, |
|
|
| "shaderFocus": { value: 1 }, |
| "focusCoords": { value: new THREE.Vector2() } |
|
|
|
|
| }, |
|
|
| vertexShader: [ |
|
|
| "varying vec2 vUv;", |
|
|
| "void main() {", |
|
|
| "vUv = uv;", |
| "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", |
|
|
| "}" |
|
|
| ].join( "\n" ), |
|
|
| fragmentShader: [ |
|
|
| "#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;", |
| "} " |
|
|
| ].join( "\n" ) |
|
|
| }; |
|
|
| THREE.BokehDepthShader = { |
|
|
| uniforms: { |
|
|
| "mNear": { value: 1.0 }, |
| "mFar": { value: 1000.0 }, |
|
|
| }, |
|
|
| vertexShader: [ |
|
|
| "varying float vViewZDepth;", |
|
|
| "void main() {", |
|
|
| " #include <begin_vertex>", |
| " #include <project_vertex>", |
|
|
| " vViewZDepth = - mvPosition.z;", |
|
|
| "}" |
|
|
| ].join( "\n" ), |
|
|
| fragmentShader: [ |
|
|
| "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 );", |
|
|
| "} " |
|
|
| ].join( "\n" ) |
|
|
| }; |
|
|