|
@@ -55,8 +55,8 @@ THREE.BokehShader = {
|
|
|
|
|
|
"void main() {",
|
|
|
|
|
|
- "vUv = uv;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+ " vUv = uv;",
|
|
|
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
|
|
"}"
|
|
|
|
|
@@ -142,213 +142,213 @@ THREE.BokehShader = {
|
|
|
"//------------------------------------------",
|
|
|
|
|
|
"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);",
|
|
|
+ " //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 one = vec4( 1.0 );",
|
|
|
|
|
|
- "vec4 P = vec4((coords),vec2(scale, scale));",
|
|
|
+ " vec4 P = vec4((coords),vec2(scale, scale));",
|
|
|
|
|
|
- "vec4 dist = vec4(0.0);",
|
|
|
- "float inorout = -4.0;",
|
|
|
+ " 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.x = dot( P, HS0 );",
|
|
|
+ " dist.y = dot( P, HS1 );",
|
|
|
+ " dist.z = dot( P, HS2 );",
|
|
|
+ " dist.w = dot( P, HS3 );",
|
|
|
|
|
|
- "dist = smoothstep( -feather, feather, dist );",
|
|
|
+ " dist = smoothstep( -feather, feather, dist );",
|
|
|
|
|
|
- "inorout += dot( dist, one );",
|
|
|
+ " inorout += dot( dist, one );",
|
|
|
|
|
|
- "dist.x = dot( P, HS4 );",
|
|
|
- "dist.y = HS5.w - abs( P.z );",
|
|
|
+ " dist.x = dot( P, HS4 );",
|
|
|
+ " dist.y = HS5.w - abs( P.z );",
|
|
|
|
|
|
- "dist = smoothstep( -feather, feather, dist );",
|
|
|
- "inorout += dist.x;",
|
|
|
+ " dist = smoothstep( -feather, feather, dist );",
|
|
|
+ " inorout += dist.x;",
|
|
|
|
|
|
- "return clamp( inorout, 0.0, 1.0 );",
|
|
|
+ " return clamp( inorout, 0.0, 1.0 );",
|
|
|
"}",
|
|
|
|
|
|
"float bdepth(vec2 coords) {",
|
|
|
- "// Depth buffer blur",
|
|
|
- "float d = 0.0;",
|
|
|
- "float kernel[9];",
|
|
|
- "vec2 offset[9];",
|
|
|
+ " // Depth buffer blur",
|
|
|
+ " float d = 0.0;",
|
|
|
+ " float kernel[9];",
|
|
|
+ " vec2 offset[9];",
|
|
|
|
|
|
- "vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;",
|
|
|
+ " 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[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[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);",
|
|
|
+ " 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;",
|
|
|
+ " 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];",
|
|
|
- "}",
|
|
|
+ " for( int i=0; i<9; i++ ) {",
|
|
|
+ " float tmp = texture2D(tDepth, coords + offset[i]).r;",
|
|
|
+ " d += tmp * kernel[i];",
|
|
|
+ " }",
|
|
|
|
|
|
- "return d;",
|
|
|
+ " return d;",
|
|
|
"}",
|
|
|
|
|
|
|
|
|
"vec3 color(vec2 coords,float blur) {",
|
|
|
- "//processing the sample",
|
|
|
+ " //processing the sample",
|
|
|
|
|
|
- "vec3 col = vec3(0.0);",
|
|
|
- "vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);",
|
|
|
+ " 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;",
|
|
|
+ " 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 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);",
|
|
|
+ " 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);",
|
|
|
+ " 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;",
|
|
|
+ " return col;",
|
|
|
"}",
|
|
|
|
|
|
"float linearize(float depth) {",
|
|
|
- "return -zfar * znear / (depth * (zfar - znear) - zfar);",
|
|
|
+ " 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 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;",
|
|
|
+ " 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",
|
|
|
+ " //scene depth calculation",
|
|
|
|
|
|
- "float depth = linearize(texture2D(tDepth,vUv.xy).x);",
|
|
|
+ " float depth = linearize(texture2D(tDepth,vUv.xy).x);",
|
|
|
|
|
|
- "// Blur depth?",
|
|
|
- "if ( depthblur ) {",
|
|
|
- "depth = linearize(bdepth(vUv.xy));",
|
|
|
- "}",
|
|
|
+ " // Blur depth?",
|
|
|
+ " if ( depthblur ) {",
|
|
|
+ " depth = linearize(bdepth(vUv.xy));",
|
|
|
+ " }",
|
|
|
|
|
|
- "//focal plane calculation",
|
|
|
+ " //focal plane calculation",
|
|
|
|
|
|
- "float fDepth = focalDepth;",
|
|
|
+ " float fDepth = focalDepth;",
|
|
|
|
|
|
- "if (shaderFocus) {",
|
|
|
+ " if (shaderFocus) {",
|
|
|
|
|
|
- "fDepth = linearize(texture2D(tDepth,focusCoords).x);",
|
|
|
+ " fDepth = linearize(texture2D(tDepth,focusCoords).x);",
|
|
|
|
|
|
- "}",
|
|
|
+ " }",
|
|
|
|
|
|
- "// dof blur factor calculation",
|
|
|
+ " // dof blur factor calculation",
|
|
|
|
|
|
- "float blur = 0.0;",
|
|
|
+ " 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",
|
|
|
+ " 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);",
|
|
|
+ " 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 = abs(a-b)*c;",
|
|
|
+ " }",
|
|
|
|
|
|
- "blur = clamp(blur,0.0,1.0);",
|
|
|
+ " blur = clamp(blur,0.0,1.0);",
|
|
|
|
|
|
- "// calculation of pattern for dithering",
|
|
|
+ " // calculation of pattern for dithering",
|
|
|
|
|
|
- "vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;",
|
|
|
+ " vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;",
|
|
|
|
|
|
- "// getting blur x and y step factor",
|
|
|
+ " // 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;",
|
|
|
+ " float w = (1.0/textureWidth)*blur*maxblur+noise.x;",
|
|
|
+ " float h = (1.0/textureHeight)*blur*maxblur+noise.y;",
|
|
|
|
|
|
- "// calculation of final color",
|
|
|
+ " // calculation of final color",
|
|
|
|
|
|
- "vec3 col = vec3(0.0);",
|
|
|
+ " 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;",
|
|
|
+ " 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 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*/",
|
|
|
- "}",
|
|
|
+ " 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",
|
|
|
- "}",
|
|
|
+ " col /= s; //divide by sample count",
|
|
|
+ " }",
|
|
|
|
|
|
- "if (showFocus) {",
|
|
|
- "col = debugFocus(col, blur, depth);",
|
|
|
- "}",
|
|
|
+ " if (showFocus) {",
|
|
|
+ " col = debugFocus(col, blur, depth);",
|
|
|
+ " }",
|
|
|
|
|
|
- "if (vignetting) {",
|
|
|
- "col *= vignette();",
|
|
|
- "}",
|
|
|
+ " if (vignetting) {",
|
|
|
+ " col *= vignette();",
|
|
|
+ " }",
|
|
|
|
|
|
- "gl_FragColor.rgb = col;",
|
|
|
- "gl_FragColor.a = 1.0;",
|
|
|
+ " gl_FragColor.rgb = col;",
|
|
|
+ " gl_FragColor.a = 1.0;",
|
|
|
"} "
|
|
|
|
|
|
].join( "\n" )
|