|
@@ -1,1814 +0,0 @@
|
|
|
-/**
|
|
|
- * @author alteredq / http://alteredqualia.com/
|
|
|
- * @author zz85 / http://www.lab4games.net/zz85/blog
|
|
|
- * @author davidedc / http://www.sketchpatch.net/
|
|
|
- *
|
|
|
- * ShaderExtras currently contains:
|
|
|
- *
|
|
|
- * screen
|
|
|
- * convolution
|
|
|
- * bokeh
|
|
|
- * sepia
|
|
|
- * dotscreen
|
|
|
- * vignette
|
|
|
- * bleachbypass
|
|
|
- * basic
|
|
|
- * dofmipmap
|
|
|
- * focus
|
|
|
- * triangleBlur
|
|
|
- * horizontalBlur + verticalBlur
|
|
|
- * horizontalTiltShift + verticalTiltShift
|
|
|
- * blend
|
|
|
- * fxaa
|
|
|
- * luminosity
|
|
|
- * colorCorrection
|
|
|
- * brightnessContrast
|
|
|
- * hueSaturation
|
|
|
- * normalmap
|
|
|
- * ssao
|
|
|
- * colorify
|
|
|
- * unpackDepthRGBA
|
|
|
- */
|
|
|
-
|
|
|
-THREE.ShaderExtras = {
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Full-screen textured quad shader
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'screen': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- tDiffuse: { type: "t", value: null },
|
|
|
- opacity: { type: "f", value: 1.0 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform float opacity;",
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec4 texel = texture2D( tDiffuse, vUv );",
|
|
|
- "gl_FragColor = opacity * texel;",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* ------------------------------------------------------------------------
|
|
|
- // Convolution shader
|
|
|
- // - ported from o3d sample to WebGL / GLSL
|
|
|
- // http://o3d.googlecode.com/svn/trunk/samples/convolution.html
|
|
|
- ------------------------------------------------------------------------ */
|
|
|
-
|
|
|
- 'convolution': {
|
|
|
-
|
|
|
- defines: {
|
|
|
-
|
|
|
- "KERNEL_SIZE_FLOAT": "25.0",
|
|
|
- "KERNEL_SIZE_INT": "25",
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- "tDiffuse" : { type: "t", value: null },
|
|
|
- "uImageIncrement" : { type: "v2", value: new THREE.Vector2( 0.001953125, 0.0 ) },
|
|
|
- "cKernel" : { type: "fv1", value: [] }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "uniform vec2 uImageIncrement;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform float cKernel[ KERNEL_SIZE_INT ];",
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
- "uniform vec2 uImageIncrement;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec2 imageCoord = vUv;",
|
|
|
- "vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
|
|
|
-
|
|
|
- "for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {",
|
|
|
-
|
|
|
- "sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
|
|
|
- "imageCoord += uImageIncrement;",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "gl_FragColor = sum;",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // 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
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'bokeh' : {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
- tColor: { type: "t", value: null },
|
|
|
- tDepth: { type: "t", value: null },
|
|
|
- focus: { type: "f", value: 1.0 },
|
|
|
- aspect: { type: "f", value: 1.0 },
|
|
|
- aperture: { type: "f", value: 0.025 },
|
|
|
- maxblur: { type: "f", value: 1.0 }
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "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 focus;",
|
|
|
- "uniform float aspect;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec2 aspectcorrect = vec2( 1.0, aspect );",
|
|
|
-
|
|
|
- "vec4 depth1 = texture2D( tDepth, vUv );",
|
|
|
-
|
|
|
- "float factor = depth1.x - focus;",
|
|
|
-
|
|
|
- "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")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Depth-of-field shader using mipmaps
|
|
|
- // - from Matt Handley @applmak
|
|
|
- // - requires power-of-2 sized render target with enabled mipmaps
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'dofmipmap': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- tColor: { type: "t", value: null },
|
|
|
- tDepth: { type: "t", value: null },
|
|
|
- focus: { type: "f", value: 1.0 },
|
|
|
- maxblur: { type: "f", value: 1.0 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform float focus;",
|
|
|
- "uniform float maxblur;",
|
|
|
-
|
|
|
- "uniform sampler2D tColor;",
|
|
|
- "uniform sampler2D tDepth;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec4 depth = texture2D( tDepth, vUv );",
|
|
|
-
|
|
|
- "float factor = depth.x - focus;",
|
|
|
-
|
|
|
- "vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );",
|
|
|
-
|
|
|
- "gl_FragColor = col;",
|
|
|
- "gl_FragColor.a = 1.0;",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Sepia tone shader
|
|
|
- // - based on glfx.js sepia shader
|
|
|
- // https://github.com/evanw/glfx.js
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'sepia': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- tDiffuse: { type: "t", value: null },
|
|
|
- amount: { type: "f", value: 1.0 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform float amount;",
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec4 color = texture2D( tDiffuse, vUv );",
|
|
|
- "vec3 c = color.rgb;",
|
|
|
-
|
|
|
- "color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
|
|
|
- "color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
|
|
|
- "color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
|
|
|
-
|
|
|
- "gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Dot screen shader
|
|
|
- // - based on glfx.js sepia shader
|
|
|
- // https://github.com/evanw/glfx.js
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'dotscreen': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- tDiffuse: { type: "t", value: null },
|
|
|
- tSize: { type: "v2", value: new THREE.Vector2( 256, 256 ) },
|
|
|
- center: { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
|
|
|
- angle: { type: "f", value: 1.57 },
|
|
|
- scale: { type: "f", value: 1.0 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform vec2 center;",
|
|
|
- "uniform float angle;",
|
|
|
- "uniform float scale;",
|
|
|
- "uniform vec2 tSize;",
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "float pattern() {",
|
|
|
-
|
|
|
- "float s = sin( angle ), c = cos( angle );",
|
|
|
-
|
|
|
- "vec2 tex = vUv * tSize - center;",
|
|
|
- "vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;",
|
|
|
-
|
|
|
- "return ( sin( point.x ) * sin( point.y ) ) * 4.0;",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec4 color = texture2D( tDiffuse, vUv );",
|
|
|
-
|
|
|
- "float average = ( color.r + color.g + color.b ) / 3.0;",
|
|
|
-
|
|
|
- "gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* ------------------------------------------------------------------------------------------------
|
|
|
- // Vignette shader
|
|
|
- // - based on PaintEffect postprocess from ro.me
|
|
|
- // http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
|
|
|
- ------------------------------------------------------------------------------------------------ */
|
|
|
-
|
|
|
- 'vignette': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- tDiffuse: { type: "t", value: null },
|
|
|
- offset: { type: "f", value: 1.0 },
|
|
|
- darkness: { type: "f", value: 1.0 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform float offset;",
|
|
|
- "uniform float darkness;",
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- // Eskil's vignette
|
|
|
-
|
|
|
- "vec4 texel = texture2D( tDiffuse, vUv );",
|
|
|
- "vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );",
|
|
|
- "gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );",
|
|
|
-
|
|
|
- /*
|
|
|
- // alternative version from glfx.js
|
|
|
- // this one makes more "dusty" look (as opposed to "burned")
|
|
|
-
|
|
|
- "vec4 color = texture2D( tDiffuse, vUv );",
|
|
|
- "float dist = distance( vUv, vec2( 0.5 ) );",
|
|
|
- "color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
|
|
|
- "gl_FragColor = color;",
|
|
|
- */
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
|
|
|
- // - based on Nvidia example
|
|
|
- // http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'bleachbypass': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- tDiffuse: { type: "t", value: null },
|
|
|
- opacity: { type: "f", value: 1.0 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform float opacity;",
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec4 base = texture2D( tDiffuse, vUv );",
|
|
|
-
|
|
|
- "vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );",
|
|
|
- "float lum = dot( lumCoeff, base.rgb );",
|
|
|
- "vec3 blend = vec3( lum );",
|
|
|
-
|
|
|
- "float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );",
|
|
|
-
|
|
|
- "vec3 result1 = 2.0 * base.rgb * blend;",
|
|
|
- "vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );",
|
|
|
-
|
|
|
- "vec3 newColor = mix( result1, result2, L );",
|
|
|
-
|
|
|
- "float A2 = opacity * base.a;",
|
|
|
- "vec3 mixRGB = A2 * newColor.rgb;",
|
|
|
- "mixRGB += ( ( 1.0 - A2 ) * base.rgb );",
|
|
|
-
|
|
|
- "gl_FragColor = vec4( mixRGB, base.a );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* --------------------------------------------------------------------------------------------------
|
|
|
- // Focus shader
|
|
|
- // - based on PaintEffect postprocess from ro.me
|
|
|
- // http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
|
|
|
- -------------------------------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'focus': {
|
|
|
-
|
|
|
- uniforms : {
|
|
|
-
|
|
|
- "tDiffuse": { type: "t", value: null },
|
|
|
- "screenWidth": { type: "f", value: 1024 },
|
|
|
- "screenHeight": { type: "f", value: 1024 },
|
|
|
- "sampleDistance": { type: "f", value: 0.94 },
|
|
|
- "waveFactor": { type: "f", value: 0.00125 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform float screenWidth;",
|
|
|
- "uniform float screenHeight;",
|
|
|
- "uniform float sampleDistance;",
|
|
|
- "uniform float waveFactor;",
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec4 color, org, tmp, add;",
|
|
|
- "float sample_dist, f;",
|
|
|
- "vec2 vin;",
|
|
|
- "vec2 uv = vUv;",
|
|
|
-
|
|
|
- "add = color = org = texture2D( tDiffuse, uv );",
|
|
|
-
|
|
|
- "vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );",
|
|
|
- "sample_dist = dot( vin, vin ) * 2.0;",
|
|
|
-
|
|
|
- "f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;",
|
|
|
-
|
|
|
- "vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );",
|
|
|
-
|
|
|
- "add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );",
|
|
|
- "if( tmp.b < color.b ) color = tmp;",
|
|
|
-
|
|
|
- "add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );",
|
|
|
- "if( tmp.b < color.b ) color = tmp;",
|
|
|
-
|
|
|
- "add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );",
|
|
|
- "if( tmp.b < color.b ) color = tmp;",
|
|
|
-
|
|
|
- "add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );",
|
|
|
- "if( tmp.b < color.b ) color = tmp;",
|
|
|
-
|
|
|
- "add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );",
|
|
|
- "if( tmp.b < color.b ) color = tmp;",
|
|
|
-
|
|
|
- "add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );",
|
|
|
- "if( tmp.b < color.b ) color = tmp;",
|
|
|
-
|
|
|
- "add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );",
|
|
|
- "if( tmp.b < color.b ) color = tmp;",
|
|
|
-
|
|
|
- "color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );",
|
|
|
- "color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );",
|
|
|
-
|
|
|
- "gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Triangle blur shader
|
|
|
- // - based on glfx.js triangle blur shader
|
|
|
- // https://github.com/evanw/glfx.js
|
|
|
-
|
|
|
- // A basic blur filter, which convolves the image with a
|
|
|
- // pyramid filter. The pyramid filter is separable and is applied as two
|
|
|
- // perpendicular triangle filters.
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'triangleBlur': {
|
|
|
-
|
|
|
-
|
|
|
- uniforms : {
|
|
|
-
|
|
|
- "texture": { type: "t", value: null },
|
|
|
- "delta": { type: "v2", value:new THREE.Vector2( 1, 1 ) }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "#define ITERATIONS 10.0",
|
|
|
-
|
|
|
- "uniform sampler2D texture;",
|
|
|
- "uniform vec2 delta;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "float random( vec3 scale, float seed ) {",
|
|
|
-
|
|
|
- // use the fragment position for a different seed per-pixel
|
|
|
-
|
|
|
- "return fract( sin( dot( gl_FragCoord.xyz + seed, scale ) ) * 43758.5453 + seed );",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec4 color = vec4( 0.0 );",
|
|
|
-
|
|
|
- "float total = 0.0;",
|
|
|
-
|
|
|
- // randomize the lookup values to hide the fixed number of samples
|
|
|
-
|
|
|
- "float offset = random( vec3( 12.9898, 78.233, 151.7182 ), 0.0 );",
|
|
|
-
|
|
|
- "for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {",
|
|
|
-
|
|
|
- "float percent = ( t + offset - 0.5 ) / ITERATIONS;",
|
|
|
- "float weight = 1.0 - abs( percent );",
|
|
|
-
|
|
|
- "color += texture2D( texture, vUv + delta * percent ) * weight;",
|
|
|
- "total += weight;",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "gl_FragColor = color / total;",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Simple test shader
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'basic': {
|
|
|
-
|
|
|
- uniforms: {},
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* --------------------------------------------------------------------------------------------------
|
|
|
- // Two pass Gaussian blur filter (horizontal and vertical blur shaders)
|
|
|
- // - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
|
|
|
- // and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
|
|
|
- //
|
|
|
- // - 9 samples per pass
|
|
|
- // - standard deviation 2.7
|
|
|
- // - "h" and "v" parameters should be set to "1 / width" and "1 / height"
|
|
|
- -------------------------------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'horizontalBlur': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- "tDiffuse": { type: "t", value: null },
|
|
|
- "h": { type: "f", value: 1.0 / 512.0 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
- "uniform float h;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec4 sum = vec4( 0.0 );",
|
|
|
-
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;",
|
|
|
-
|
|
|
- "gl_FragColor = sum;",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- 'verticalBlur': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- "tDiffuse": { type: "t", value: null },
|
|
|
- "v": { type: "f", value: 1.0 / 512.0 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
- "uniform float v;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec4 sum = vec4( 0.0 );",
|
|
|
-
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;",
|
|
|
-
|
|
|
- "gl_FragColor = sum;",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* --------------------------------------------------------------------------------------------------
|
|
|
- // Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
|
|
|
- //
|
|
|
- // - 9 samples per pass
|
|
|
- // - standard deviation 2.7
|
|
|
- // - "h" and "v" parameters should be set to "1 / width" and "1 / height"
|
|
|
- // - "r" parameter control where "focused" horizontal line lies
|
|
|
- -------------------------------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'horizontalTiltShift': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- "tDiffuse": { type: "t", value: null },
|
|
|
- "h": { type: "f", value: 1.0 / 512.0 },
|
|
|
- "r": { type: "f", value: 0.35 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
- "uniform float h;",
|
|
|
- "uniform float r;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec4 sum = vec4( 0.0 );",
|
|
|
-
|
|
|
- "float hh = h * abs( r - vUv.y );",
|
|
|
-
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;",
|
|
|
-
|
|
|
- "gl_FragColor = sum;",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- 'verticalTiltShift': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- "tDiffuse": { type: "t", value: null },
|
|
|
- "v": { type: "f", value: 1.0 / 512.0 },
|
|
|
- "r": { type: "f", value: 0.35 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
- "uniform float v;",
|
|
|
- "uniform float r;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec4 sum = vec4( 0.0 );",
|
|
|
-
|
|
|
- "float vv = v * abs( r - vUv.y );",
|
|
|
-
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;",
|
|
|
- "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;",
|
|
|
-
|
|
|
- "gl_FragColor = sum;",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Blend two textures
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'blend': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- tDiffuse1: { type: "t", value: null },
|
|
|
- tDiffuse2: { type: "t", value: null },
|
|
|
- mixRatio: { type: "f", value: 0.5 },
|
|
|
- opacity: { type: "f", value: 1.0 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform float opacity;",
|
|
|
- "uniform float mixRatio;",
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse1;",
|
|
|
- "uniform sampler2D tDiffuse2;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec4 texel1 = texture2D( tDiffuse1, vUv );",
|
|
|
- "vec4 texel2 = texture2D( tDiffuse2, vUv );",
|
|
|
- "gl_FragColor = opacity * mix( texel1, texel2, mixRatio );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // NVIDIA FXAA by Timothy Lottes
|
|
|
- // http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
|
|
|
- // - WebGL port by @supereggbert
|
|
|
- // http://www.glge.org/demos/fxaa/
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'fxaa': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- "tDiffuse": { type: "t", value: null },
|
|
|
- "resolution": { type: "v2", value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
-
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
- "uniform vec2 resolution;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "#define FXAA_REDUCE_MIN (1.0/128.0)",
|
|
|
- "#define FXAA_REDUCE_MUL (1.0/8.0)",
|
|
|
- "#define FXAA_SPAN_MAX 8.0",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec3 rgbNW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, -1.0 ) ) * resolution ).xyz;",
|
|
|
- "vec3 rgbNE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, -1.0 ) ) * resolution ).xyz;",
|
|
|
- "vec3 rgbSW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, 1.0 ) ) * resolution ).xyz;",
|
|
|
- "vec3 rgbSE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, 1.0 ) ) * resolution ).xyz;",
|
|
|
- "vec4 rgbaM = texture2D( tDiffuse, gl_FragCoord.xy * resolution );",
|
|
|
- "vec3 rgbM = rgbaM.xyz;",
|
|
|
- "float opacity = rgbaM.w;",
|
|
|
-
|
|
|
- "vec3 luma = vec3( 0.299, 0.587, 0.114 );",
|
|
|
-
|
|
|
- "float lumaNW = dot( rgbNW, luma );",
|
|
|
- "float lumaNE = dot( rgbNE, luma );",
|
|
|
- "float lumaSW = dot( rgbSW, luma );",
|
|
|
- "float lumaSE = dot( rgbSE, luma );",
|
|
|
- "float lumaM = dot( rgbM, luma );",
|
|
|
- "float lumaMin = min( lumaM, min( min( lumaNW, lumaNE ), min( lumaSW, lumaSE ) ) );",
|
|
|
- "float lumaMax = max( lumaM, max( max( lumaNW, lumaNE) , max( lumaSW, lumaSE ) ) );",
|
|
|
-
|
|
|
- "vec2 dir;",
|
|
|
- "dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));",
|
|
|
- "dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));",
|
|
|
-
|
|
|
- "float dirReduce = max( ( lumaNW + lumaNE + lumaSW + lumaSE ) * ( 0.25 * FXAA_REDUCE_MUL ), FXAA_REDUCE_MIN );",
|
|
|
-
|
|
|
- "float rcpDirMin = 1.0 / ( min( abs( dir.x ), abs( dir.y ) ) + dirReduce );",
|
|
|
- "dir = min( vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),",
|
|
|
- "max( vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),",
|
|
|
- "dir * rcpDirMin)) * resolution;",
|
|
|
-
|
|
|
- "vec3 rgbA = 0.5 * (",
|
|
|
- "texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 1.0 / 3.0 - 0.5 ) ).xyz +",
|
|
|
- "texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 2.0 / 3.0 - 0.5 ) ).xyz );",
|
|
|
-
|
|
|
- "vec3 rgbB = rgbA * 0.5 + 0.25 * (",
|
|
|
- "texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * -0.5 ).xyz +",
|
|
|
- "texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * 0.5 ).xyz );",
|
|
|
-
|
|
|
- "float lumaB = dot( rgbB, luma );",
|
|
|
-
|
|
|
- "if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) ) {",
|
|
|
-
|
|
|
- "gl_FragColor = vec4( rgbA, opacity );",
|
|
|
-
|
|
|
- "} else {",
|
|
|
-
|
|
|
- "gl_FragColor = vec4( rgbB, opacity );",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Luminosity
|
|
|
- // http://en.wikipedia.org/wiki/Luminosity
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'luminosity': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- "tDiffuse": { type: "t", value: null }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
-
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec4 texel = texture2D( tDiffuse, vUv );",
|
|
|
-
|
|
|
- "vec3 luma = vec3( 0.299, 0.587, 0.114 );",
|
|
|
-
|
|
|
- "float v = dot( texel.xyz, luma );",
|
|
|
-
|
|
|
- "gl_FragColor = vec4( v, v, v, texel.w );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Color correction
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'colorCorrection': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- "tDiffuse" : { type: "t", value: null },
|
|
|
- "powRGB" : { type: "v3", value: new THREE.Vector3( 2, 2, 2 ) },
|
|
|
- "mulRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
-
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
- "uniform vec3 powRGB;",
|
|
|
- "uniform vec3 mulRGB;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "gl_FragColor = texture2D( tDiffuse, vUv );",
|
|
|
- "gl_FragColor.rgb = mulRGB * pow( gl_FragColor.rgb, powRGB );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Brightness and contrast adjustment
|
|
|
- // https://github.com/evanw/glfx.js
|
|
|
- // brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)
|
|
|
- // contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'brightnessContrast': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- "tDiffuse" : { type: "t", value: null },
|
|
|
- "brightness" : { type: "f", value: 0 },
|
|
|
- "contrast" : { type: "f", value: 0 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
-
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
- "uniform float brightness;",
|
|
|
- "uniform float contrast;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "gl_FragColor = texture2D( tDiffuse, vUv );",
|
|
|
-
|
|
|
- "gl_FragColor.rgb += brightness;",
|
|
|
-
|
|
|
- "if (contrast > 0.0) {",
|
|
|
- "gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;",
|
|
|
- "} else {",
|
|
|
- "gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;",
|
|
|
- "}",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Hue and saturation adjustment
|
|
|
- // https://github.com/evanw/glfx.js
|
|
|
- // hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.
|
|
|
- // saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'hueSaturation': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- "tDiffuse" : { type: "t", value: null },
|
|
|
- "hue" : { type: "f", value: 0 },
|
|
|
- "saturation" : { type: "f", value: 0 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
-
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
- "uniform float hue;",
|
|
|
- "uniform float saturation;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "gl_FragColor = texture2D( tDiffuse, vUv );",
|
|
|
-
|
|
|
- // hue
|
|
|
- "float angle = hue * 3.14159265;",
|
|
|
- "float s = sin(angle), c = cos(angle);",
|
|
|
- "vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;",
|
|
|
- "float len = length(gl_FragColor.rgb);",
|
|
|
- "gl_FragColor.rgb = vec3(",
|
|
|
- "dot(gl_FragColor.rgb, weights.xyz),",
|
|
|
- "dot(gl_FragColor.rgb, weights.zxy),",
|
|
|
- "dot(gl_FragColor.rgb, weights.yzx)",
|
|
|
- ");",
|
|
|
-
|
|
|
- // saturation
|
|
|
- "float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;",
|
|
|
- "if (saturation > 0.0) {",
|
|
|
- "gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));",
|
|
|
- "} else {",
|
|
|
- "gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);",
|
|
|
- "}",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Normal map shader
|
|
|
- // - compute normals from heightmap
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'normalmap': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- "heightMap" : { type: "t", value: null },
|
|
|
- "resolution": { type: "v2", value: new THREE.Vector2( 512, 512 ) },
|
|
|
- "scale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
|
|
|
- "height" : { type: "f", value: 0.05 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
-
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform float height;",
|
|
|
- "uniform vec2 resolution;",
|
|
|
- "uniform sampler2D heightMap;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "float val = texture2D( heightMap, vUv ).x;",
|
|
|
-
|
|
|
- "float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;",
|
|
|
- "float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;",
|
|
|
-
|
|
|
- "gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Screen-space ambient occlusion shader
|
|
|
- // - ported from
|
|
|
- // SSAO GLSL shader v1.2
|
|
|
- // assembled by Martins Upitis (martinsh) (http://devlog-martinsh.blogspot.com)
|
|
|
- // original technique is made by ArKano22 (http://www.gamedev.net/topic/550699-ssao-no-halo-artifacts/)
|
|
|
- // - modifications
|
|
|
- // - modified to use RGBA packed depth texture (use clear color 1,1,1,1 for depth pass)
|
|
|
- // - made fog more compatible with three.js linear fog
|
|
|
- // - refactoring and optimizations
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'ssao': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- "tDiffuse": { type: "t", value: null },
|
|
|
- "tDepth": { type: "t", value: null },
|
|
|
- "size": { type: "v2", value: new THREE.Vector2( 512, 512 ) },
|
|
|
- "cameraNear": { type: "f", value: 1 },
|
|
|
- "cameraFar": { type: "f", value: 100 },
|
|
|
- "fogNear": { type: "f", value: 5 },
|
|
|
- "fogFar": { type: "f", value: 100 },
|
|
|
- "fogEnabled": { type: "i", value: 0 },
|
|
|
- "onlyAO": { type: "i", value: 0 },
|
|
|
- "aoClamp": { type: "f", value: 0.3 },
|
|
|
- "lumInfluence": { type: "f", value: 0.9 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
-
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform float cameraNear;",
|
|
|
- "uniform float cameraFar;",
|
|
|
-
|
|
|
- "uniform float fogNear;",
|
|
|
- "uniform float fogFar;",
|
|
|
-
|
|
|
- "uniform bool fogEnabled;", // attenuate AO with linear fog
|
|
|
- "uniform bool onlyAO;", // use only ambient occlusion pass?
|
|
|
-
|
|
|
- "uniform vec2 size;", // texture width, height
|
|
|
- "uniform float aoClamp;", // depth clamp - reduces haloing at screen edges
|
|
|
-
|
|
|
- "uniform float lumInfluence;", // how much luminance affects occlusion
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
- "uniform sampler2D tDepth;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- //"#define PI 3.14159265",
|
|
|
- "#define DL 2.399963229728653", // PI * ( 3.0 - sqrt( 5.0 ) )
|
|
|
- "#define EULER 2.718281828459045",
|
|
|
-
|
|
|
- // helpers
|
|
|
-
|
|
|
- "float width = size.x;", // texture width
|
|
|
- "float height = size.y;", // texture height
|
|
|
-
|
|
|
- "float cameraFarPlusNear = cameraFar + cameraNear;",
|
|
|
- "float cameraFarMinusNear = cameraFar - cameraNear;",
|
|
|
- "float cameraCoef = 2.0 * cameraNear;",
|
|
|
-
|
|
|
- // user variables
|
|
|
-
|
|
|
- "const int samples = 8;", // ao sample count
|
|
|
- "const float radius = 5.0;", // ao radius
|
|
|
-
|
|
|
- "const bool useNoise = false;", // use noise instead of pattern for sample dithering
|
|
|
- "const float noiseAmount = 0.0003;", // dithering amount
|
|
|
-
|
|
|
- "const float diffArea = 0.4;", // self-shadowing reduction
|
|
|
- "const float gDisplace = 0.4;", // gauss bell center
|
|
|
-
|
|
|
- "const vec3 onlyAOColor = vec3( 1.0, 0.7, 0.5 );",
|
|
|
- //"const vec3 onlyAOColor = vec3( 1.0, 1.0, 1.0 );",
|
|
|
-
|
|
|
-
|
|
|
- // RGBA depth
|
|
|
-
|
|
|
- "float unpackDepth( const in vec4 rgba_depth ) {",
|
|
|
-
|
|
|
- "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
|
|
|
- "float depth = dot( rgba_depth, bit_shift );",
|
|
|
- "return depth;",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- // generating noise / pattern texture for dithering
|
|
|
-
|
|
|
- "vec2 rand( const vec2 coord ) {",
|
|
|
-
|
|
|
- "vec2 noise;",
|
|
|
-
|
|
|
- "if ( useNoise ) {",
|
|
|
-
|
|
|
- "float nx = dot ( coord, vec2( 12.9898, 78.233 ) );",
|
|
|
- "float ny = dot ( coord, vec2( 12.9898, 78.233 ) * 2.0 );",
|
|
|
-
|
|
|
- "noise = clamp( fract ( 43758.5453 * sin( vec2( nx, ny ) ) ), 0.0, 1.0 );",
|
|
|
-
|
|
|
- "} else {",
|
|
|
-
|
|
|
- "float ff = fract( 1.0 - coord.s * ( width / 2.0 ) );",
|
|
|
- "float gg = fract( coord.t * ( height / 2.0 ) );",
|
|
|
-
|
|
|
- "noise = vec2( 0.25, 0.75 ) * vec2( ff ) + vec2( 0.75, 0.25 ) * gg;",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "return ( noise * 2.0 - 1.0 ) * noiseAmount;",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "float doFog() {",
|
|
|
-
|
|
|
- "float zdepth = unpackDepth( texture2D( tDepth, vUv ) );",
|
|
|
- "float depth = -cameraFar * cameraNear / ( zdepth * cameraFarMinusNear - cameraFar );",
|
|
|
-
|
|
|
- "return smoothstep( fogNear, fogFar, depth );",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "float readDepth( const in vec2 coord ) {",
|
|
|
-
|
|
|
- //"return ( 2.0 * cameraNear ) / ( cameraFar + cameraNear - unpackDepth( texture2D( tDepth, coord ) ) * ( cameraFar - cameraNear ) );",
|
|
|
- "return cameraCoef / ( cameraFarPlusNear - unpackDepth( texture2D( tDepth, coord ) ) * cameraFarMinusNear );",
|
|
|
-
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "float compareDepths( const in float depth1, const in float depth2, inout int far ) {",
|
|
|
-
|
|
|
- "float garea = 2.0;", // gauss bell width
|
|
|
- "float diff = ( depth1 - depth2 ) * 100.0;", // depth difference (0-100)
|
|
|
-
|
|
|
- // reduce left bell width to avoid self-shadowing
|
|
|
-
|
|
|
- "if ( diff < gDisplace ) {",
|
|
|
-
|
|
|
- "garea = diffArea;",
|
|
|
-
|
|
|
- "} else {",
|
|
|
-
|
|
|
- "far = 1;",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "float dd = diff - gDisplace;",
|
|
|
- "float gauss = pow( EULER, -2.0 * dd * dd / ( garea * garea ) );",
|
|
|
- "return gauss;",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "float calcAO( float depth, float dw, float dh ) {",
|
|
|
-
|
|
|
- "float dd = radius - depth * radius;",
|
|
|
- "vec2 vv = vec2( dw, dh );",
|
|
|
-
|
|
|
- "vec2 coord1 = vUv + dd * vv;",
|
|
|
- "vec2 coord2 = vUv - dd * vv;",
|
|
|
-
|
|
|
- "float temp1 = 0.0;",
|
|
|
- "float temp2 = 0.0;",
|
|
|
-
|
|
|
- "int far = 0;",
|
|
|
- "temp1 = compareDepths( depth, readDepth( coord1 ), far );",
|
|
|
-
|
|
|
- // DEPTH EXTRAPOLATION
|
|
|
-
|
|
|
- "if ( far > 0 ) {",
|
|
|
-
|
|
|
- "temp2 = compareDepths( readDepth( coord2 ), depth, far );",
|
|
|
- "temp1 += ( 1.0 - temp1 ) * temp2;",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "return temp1;",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec2 noise = rand( vUv );",
|
|
|
- "float depth = readDepth( vUv );",
|
|
|
-
|
|
|
- "float tt = clamp( depth, aoClamp, 1.0 );",
|
|
|
-
|
|
|
- "float w = ( 1.0 / width ) / tt + ( noise.x * ( 1.0 - noise.x ) );",
|
|
|
- "float h = ( 1.0 / height ) / tt + ( noise.y * ( 1.0 - noise.y ) );",
|
|
|
-
|
|
|
- "float pw;",
|
|
|
- "float ph;",
|
|
|
-
|
|
|
- "float ao;",
|
|
|
-
|
|
|
- "float dz = 1.0 / float( samples );",
|
|
|
- "float z = 1.0 - dz / 2.0;",
|
|
|
- "float l = 0.0;",
|
|
|
-
|
|
|
- "for ( int i = 0; i <= samples; i ++ ) {",
|
|
|
-
|
|
|
- "float r = sqrt( 1.0 - z );",
|
|
|
-
|
|
|
- "pw = cos( l ) * r;",
|
|
|
- "ph = sin( l ) * r;",
|
|
|
- "ao += calcAO( depth, pw * w, ph * h );",
|
|
|
- "z = z - dz;",
|
|
|
- "l = l + DL;",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "ao /= float( samples );",
|
|
|
- "ao = 1.0 - ao;",
|
|
|
-
|
|
|
- "if ( fogEnabled ) {",
|
|
|
-
|
|
|
- "ao = mix( ao, 1.0, doFog() );",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "vec3 color = texture2D( tDiffuse, vUv ).rgb;",
|
|
|
-
|
|
|
- "vec3 lumcoeff = vec3( 0.299, 0.587, 0.114 );",
|
|
|
- "float lum = dot( color.rgb, lumcoeff );",
|
|
|
- "vec3 luminance = vec3( lum );",
|
|
|
-
|
|
|
- "vec3 final = vec3( color * mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) );", // mix( color * ao, white, luminance )
|
|
|
-
|
|
|
- "if ( onlyAO ) {",
|
|
|
-
|
|
|
- "final = onlyAOColor * vec3( mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) );", // ambient occlusion only
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "gl_FragColor = vec4( final, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Colorify shader
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'colorify': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- tDiffuse: { type: "t", value: null },
|
|
|
- color: { type: "c", value: new THREE.Color( 0xffffff ) }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform vec3 color;",
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec4 texel = texture2D( tDiffuse, vUv );",
|
|
|
-
|
|
|
- "vec3 luma = vec3( 0.299, 0.587, 0.114 );",
|
|
|
- "float v = dot( texel.xyz, luma );",
|
|
|
-
|
|
|
- "gl_FragColor = vec4( v * color, texel.w );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Unpack RGBA depth shader
|
|
|
- // - show RGBA encoded depth as monochrome color
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'unpackDepthRGBA': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- tDiffuse: { type: "t", value: null },
|
|
|
- opacity: { type: "f", value: 1.0 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vUv = uv;",
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform float opacity;",
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
-
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- // RGBA depth
|
|
|
-
|
|
|
- "float unpackDepth( const in vec4 rgba_depth ) {",
|
|
|
-
|
|
|
- "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
|
|
|
- "float depth = dot( rgba_depth, bit_shift );",
|
|
|
- "return depth;",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "float depth = 1.0 - unpackDepth( texture2D( tDiffuse, vUv ) );",
|
|
|
- "gl_FragColor = opacity * vec4( vec3( depth ), 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- // METHODS
|
|
|
-
|
|
|
- buildKernel: function( sigma ) {
|
|
|
-
|
|
|
- // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
|
|
|
-
|
|
|
- function gauss( x, sigma ) {
|
|
|
-
|
|
|
- return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
|
|
|
-
|
|
|
- if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
|
|
|
- halfWidth = ( kernelSize - 1 ) * 0.5;
|
|
|
-
|
|
|
- values = new Array( kernelSize );
|
|
|
- sum = 0.0;
|
|
|
- for ( i = 0; i < kernelSize; ++i ) {
|
|
|
-
|
|
|
- values[ i ] = gauss( i - halfWidth, sigma );
|
|
|
- sum += values[ i ];
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- // normalize the kernel
|
|
|
-
|
|
|
- for ( i = 0; i < kernelSize; ++i ) values[ i ] /= sum;
|
|
|
-
|
|
|
- return values;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|