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| /** | |
| * @author alteredq / http://alteredqualia.com/ | |
| * | |
| * 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 | |
| */ | |
| THREE.BokehShader = { | |
| defines: { | |
| "DEPTH_PACKING": 1, | |
| "PERSPECTIVE_CAMERA": 1, | |
| }, | |
| uniforms: { | |
| "tColor": { value: null }, | |
| "tDepth": { value: null }, | |
| "focus": { value: 1.0 }, | |
| "aspect": { value: 1.0 }, | |
| "aperture": { value: 0.025 }, | |
| "maxblur": { value: 1.0 }, | |
| "nearClip": { value: 1.0 }, | |
| "farClip": { value: 1000.0 }, | |
| }, | |
| 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 maxblur;", // max blur amount | |
| "uniform float aperture;", // aperture - bigger values for shallower depth of field | |
| "uniform float nearClip;", | |
| "uniform float farClip;", | |
| "uniform float focus;", | |
| "uniform float aspect;", | |
| "#include <packing>", | |
| "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, nearClip, farClip );", | |
| " #else", | |
| " return orthographicDepthToViewZ( depth, nearClip, farClip );", | |
| " #endif", | |
| "}", | |
| "void main() {", | |
| "vec2 aspectcorrect = vec2( 1.0, aspect );", | |
| "float viewZ = getViewZ( getDepth( vUv ) );", | |
| "float factor = ( focus + viewZ );", // viewZ is <= 0, so this is a difference equation | |
| "vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );", | |
| "vec2 dofblur9 = dofblur * 0.9;", | |
| "vec2 dofblur7 = dofblur * 0.7;", | |
| "vec2 dofblur4 = dofblur * 0.4;", | |
| "vec4 col = vec4( 0.0 );", | |
| "col += texture2D( tColor, vUv.xy );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );", | |
| "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );", | |
| "gl_FragColor = col / 41.0;", | |
| "gl_FragColor.a = 1.0;", | |
| "}" | |
| ].join( "\n" ) | |
| }; | |