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+/**
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+ * @author zz85 / https://github.com/zz85 | twitter.com/blurspline
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+ *
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+ * Depth-of-field shader with bokeh
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+ * ported from GLSL shader by Martins Upitis
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+ * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
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+ */
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+
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+
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+
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+THREE.BokehShader = {
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+
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+ uniforms: {
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+
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+ "textureWidth": { type: "f", value: 1.0 },
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+ "textureHeight": { type: "f", value: 1.0 },
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+
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+ "focalDepth": { type: "f", value: 1.0 },
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+ "focalLength": { type: "f", value: 24.0 },
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+ "fstop": { type: "f", value: 0.9 },
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+
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+ "tColor": { type: "t", value: null },
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+ "tDepth": { type: "t", value: null },
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+
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+ "maxblur": { type: "f", value: 1.0 },
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+
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+ "showFocus": { type: "i", value: 0 },
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+ "manualdof": { type: "i", value: 0 },
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+ "vignetting": { type: "i", value: 0 },
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+ "depthblur": { type: "i", value: 0 },
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+
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+ "threshold": { type: "f", value: 0.5 },
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+ "gain": { type: "f", value: 2.0 },
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+ "bias": { type: "f", value: 0.5 },
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+ "fringe": { type: "f", value: 0.7 },
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+
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+ "znear": { type: "f", value: 0.1 },
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+ "zfar": { type: "f", value: 100 },
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+
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+ "noise": { type: "i", value: 1 },
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+ "dithering": { type: "f", value: 0.0001 },
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+ "pentagon": { type: "i", value: 0 },
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+
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+ "shaderFocus": { type: "i", value: 1 },
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+ "focusCoords": { type: "v2", value: new THREE.Vector2()},
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+
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+
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+ },
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+
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+ vertexShader: [
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+
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+ "varying vec2 vUv;",
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+
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+ "void main() {",
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+
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+ "vUv = uv;",
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+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+
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+ "}"
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+
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+ ].join("\n"),
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+
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+ fragmentShader: [
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+
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+ "varying vec2 vUv;",
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+
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+ "uniform sampler2D tColor;",
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+ "uniform sampler2D tDepth;",
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+ "uniform float textureWidth;",
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+ "uniform float textureHeight;",
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+
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+ "const float PI = 3.14159265;",
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+
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+ "float width = textureWidth; //texture width",
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+ "float height = textureHeight; //texture height",
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+
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+ "vec2 texel = vec2(1.0/width,1.0/height);",
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+
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+ "uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below",
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+ "uniform float focalLength; //focal length in mm",
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+ "uniform float fstop; //f-stop value",
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+ "uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)",
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+
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+ "/*",
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+ "make sure that these two values are the same for your camera, otherwise distances will be wrong.",
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+ "*/",
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+
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+ "uniform float znear; // camera clipping start",
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+ "uniform float zfar; // camera clipping end",
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+
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+ "//------------------------------------------",
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+ "//user variables",
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+
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+ "const int samples = #SAMPLES#; //samples on the first ring",
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+ "const int rings = #RINGS#; //ring count",
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+
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+ "const int maxringsamples = rings * samples;",
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+
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+ "uniform bool manualdof; // manual dof calculation",
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+ "float ndofstart = 1.0; // near dof blur start",
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+ "float ndofdist = 2.0; // near dof blur falloff distance",
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+ "float fdofstart = 1.0; // far dof blur start",
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+ "float fdofdist = 3.0; // far dof blur falloff distance",
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+
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+ "float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)",
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+
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+ "uniform bool vignetting; // use optical lens vignetting",
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+
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+ "float vignout = 1.3; // vignetting outer border",
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+ "float vignin = 0.0; // vignetting inner border",
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+ "float vignfade = 22.0; // f-stops till vignete fades",
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+
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+ "uniform bool shaderFocus;",
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+
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+ "bool autofocus = shaderFocus;",
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+ "//use autofocus in shader - use with focusCoords",
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+ "// disable if you use external focalDepth value",
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+
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+ "uniform vec2 focusCoords;",
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+ "// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)",
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+ "// if center of screen use vec2(0.5, 0.5);",
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+
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+ "uniform float maxblur;",
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+ "//clamp value of max blur (0.0 = no blur, 1.0 default)",
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+
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+ "uniform float threshold; // highlight threshold;",
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+ "uniform float gain; // highlight gain;",
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+
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+ "uniform float bias; // bokeh edge bias",
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+ "uniform float fringe; // bokeh chromatic aberration / fringing",
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+
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+ "uniform bool noise; //use noise instead of pattern for sample dithering",
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+
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+ "uniform float dithering;",
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+ "float namount = dithering; //dither amount",
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+
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+ "uniform bool depthblur; // blur the depth buffer",
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+ "float dbsize = 1.25; // depth blur size",
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+
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+ "/*",
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+ "next part is experimental",
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+ "not looking good with small sample and ring count",
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+ "looks okay starting from samples = 4, rings = 4",
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+ "*/",
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+
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+ "uniform bool pentagon; //use pentagon as bokeh shape?",
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+ "float feather = 0.4; //pentagon shape feather",
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+
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+ "//------------------------------------------",
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+
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+ "float penta(vec2 coords) {",
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+ "//pentagonal shape",
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+ "float scale = float(rings) - 1.3;",
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+ "vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);",
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+ "vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);",
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+ "vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);",
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+ "vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);",
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+ "vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);",
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+ "vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);",
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+
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+ "vec4 one = vec4( 1.0 );",
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+
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+ "vec4 P = vec4((coords),vec2(scale, scale));",
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+
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+ "vec4 dist = vec4(0.0);",
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+ "float inorout = -4.0;",
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+
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+ "dist.x = dot( P, HS0 );",
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+ "dist.y = dot( P, HS1 );",
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+ "dist.z = dot( P, HS2 );",
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+ "dist.w = dot( P, HS3 );",
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+
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+ "dist = smoothstep( -feather, feather, dist );",
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+
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+ "inorout += dot( dist, one );",
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+
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+ "dist.x = dot( P, HS4 );",
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+ "dist.y = HS5.w - abs( P.z );",
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+
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+ "dist = smoothstep( -feather, feather, dist );",
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+ "inorout += dist.x;",
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+
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+ "return clamp( inorout, 0.0, 1.0 );",
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+ "}",
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+
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+ "float bdepth(vec2 coords) {",
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+ "// Depth buffer blur",
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+ "float d = 0.0;",
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+ "float kernel[9];",
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+ "vec2 offset[9];",
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+
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+ "vec2 wh = vec2(texel.x, texel.y) * dbsize;",
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+
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+ "offset[0] = vec2(-wh.x,-wh.y);",
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+ "offset[1] = vec2( 0.0, -wh.y);",
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+ "offset[2] = vec2( wh.x -wh.y);",
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+
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+ "offset[3] = vec2(-wh.x, 0.0);",
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+ "offset[4] = vec2( 0.0, 0.0);",
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+ "offset[5] = vec2( wh.x, 0.0);",
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+
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+ "offset[6] = vec2(-wh.x, wh.y);",
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+ "offset[7] = vec2( 0.0, wh.y);",
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+ "offset[8] = vec2( wh.x, wh.y);",
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+
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+ "kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;",
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+ "kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;",
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+ "kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;",
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+
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+
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+ "for( int i=0; i<9; i++ ) {",
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+ "float tmp = texture2D(tDepth, coords + offset[i]).r;",
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+ "d += tmp * kernel[i];",
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+ "}",
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+
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+ "return d;",
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+ "}",
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+
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+
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+ "vec3 color(vec2 coords,float blur) {",
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+ "//processing the sample",
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+
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+ "vec3 col = vec3(0.0);",
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+
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+ "col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;",
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+ "col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;",
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+ "col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;",
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+
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+ "vec3 lumcoeff = vec3(0.299,0.587,0.114);",
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+ "float lum = dot(col.rgb, lumcoeff);",
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+ "float thresh = max((lum-threshold)*gain, 0.0);",
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+ "return col+mix(vec3(0.0),col,thresh*blur);",
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+ "}",
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+
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+ "vec2 rand(vec2 coord) {",
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+ "// generating noise / pattern texture for dithering",
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+
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+ "float noiseX = ((fract(1.0-coord.s*(width/2.0))*0.25)+(fract(coord.t*(height/2.0))*0.75))*2.0-1.0;",
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+ "float noiseY = ((fract(1.0-coord.s*(width/2.0))*0.75)+(fract(coord.t*(height/2.0))*0.25))*2.0-1.0;",
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+
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+ "if (noise) {",
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+ "noiseX = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233))) * 43758.5453),0.0,1.0)*2.0-1.0;",
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+ "noiseY = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233)*2.0)) * 43758.5453),0.0,1.0)*2.0-1.0;",
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+ "}",
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+
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+ "return vec2(noiseX,noiseY);",
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+ "}",
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+
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+ "vec3 debugFocus(vec3 col, float blur, float depth) {",
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+ "float edge = 0.002*depth; //distance based edge smoothing",
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+ "float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);",
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+ "float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);",
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+
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+ "col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);",
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+ "col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);",
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+
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+ "return col;",
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+ "}",
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+
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+ "float linearize(float depth) {",
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+ "return -zfar * znear / (depth * (zfar - znear) - zfar);",
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+ "}",
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+
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+
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+ "float vignette() {",
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+ "float dist = distance(vUv.xy, vec2(0.5,0.5));",
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+ "dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);",
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+ "return clamp(dist,0.0,1.0);",
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+ "}",
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+
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+ "float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {",
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+ "float rings2 = float(rings);",
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+ "float step = PI*2.0 / float(ringsamples);",
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+ "float pw = cos(j*step)*i;",
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+ "float ph = sin(j*step)*i;",
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+ "float p = 1.0;",
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+ "if (pentagon) {",
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+ "p = penta(vec2(pw,ph));",
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+ "}",
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+ "col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;",
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+ "return 1.0 * mix(1.0, i /rings2, bias) * p;",
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+ "}",
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+
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+ "void main() {",
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+ "//scene depth calculation",
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+
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+ "float depth = linearize(texture2D(tDepth,vUv.xy).x);",
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+
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+ "// Blur depth?",
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+ "if (depthblur) {",
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+ "depth = linearize(bdepth(vUv.xy));",
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+ "}",
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+
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+ "//focal plane calculation",
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+
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+ "float fDepth = focalDepth;",
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+
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+ "if (autofocus) {",
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+
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+ "fDepth = linearize(texture2D(tDepth,focusCoords).x);",
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+
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+ "}",
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+
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+ "// dof blur factor calculation",
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+
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+ "float blur = 0.0;",
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+
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+ "if (manualdof) {",
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+ "float a = depth-fDepth; // Focal plane",
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+ "float b = (a-fdofstart)/fdofdist; // Far DoF",
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+ "float c = (-a-ndofstart)/ndofdist; // Near Dof",
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+ "blur = (a>0.0) ? b : c;",
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+ "} else {",
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+ "float f = focalLength; // focal length in mm",
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+ "float d = fDepth*1000.0; // focal plane in mm",
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+ "float o = depth*1000.0; // depth in mm",
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+
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+ "float a = (o*f)/(o-f);",
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+ "float b = (d*f)/(d-f);",
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+ "float c = (d-f)/(d*fstop*CoC);",
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+
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+ "blur = abs(a-b)*c;",
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+ "}",
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+
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+ "blur = clamp(blur,0.0,1.0);",
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+
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+ "// calculation of pattern for dithering",
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+
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+ "vec2 noise = rand(vUv.xy)*namount*blur;",
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+
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+ "// getting blur x and y step factor",
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+
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+ "float w = (1.0/width)*blur*maxblur+noise.x;",
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+ "float h = (1.0/height)*blur*maxblur+noise.y;",
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+
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+ "// calculation of final color",
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+
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+ "vec3 col = vec3(0.0);",
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+
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+ "if(blur < 0.05) {",
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+ "//some optimization thingy",
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+ "col = texture2D(tColor, vUv.xy).rgb;",
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+ "} else {",
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+ "col = texture2D(tColor, vUv.xy).rgb;",
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+ "float s = 1.0;",
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+ "int ringsamples;",
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+
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+ "for (int i = 1; i <= rings; i++) {",
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+ "/*unboxstart*/",
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+ "ringsamples = i * samples;",
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+
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+ "for (int j = 0 ; j < maxringsamples ; j++) {",
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+ "if (j >= ringsamples) break;",
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+ "s += gather(float(i), float(j), ringsamples, col, w, h, blur);",
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+ "}",
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+ "/*unboxend*/",
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+ "}",
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+
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+ "col /= s; //divide by sample count",
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+ "}",
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+
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+ "if (showFocus) {",
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+ "col = debugFocus(col, blur, depth);",
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+ "}",
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+
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+ "if (vignetting) {",
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+ "col *= vignette();",
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+ "}",
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+
|
|
|
+ "gl_FragColor.rgb = col;",
|
|
|
+ "gl_FragColor.a = 1.0;",
|
|
|
+ "} "
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ generate: function(rings, samples) {
|
|
|
+
|
|
|
+ var frag = THREE.BokehShader.fragmentShader;
|
|
|
+ frag = frag
|
|
|
+ .replace(/#RINGS#/, rings)
|
|
|
+ .replace(/#SAMPLES#/, samples);
|
|
|
+
|
|
|
+ /*
|
|
|
+ var unboxing = false;
|
|
|
+ if (unboxing) {
|
|
|
+ var codegen = [];
|
|
|
+ for (var i=1;i<=rings;i++) {
|
|
|
+ var ringsamples = i * samples;
|
|
|
+ var a = 'if (i==?) {'.replace('?', i);
|
|
|
+ codegen.push( i == 1 ? a : ' ' + a); //else
|
|
|
+ codegen.push('for (int j = 0 ; j < ?; j++) '.replace('?', ringsamples));
|
|
|
+ codegen.push('\ts += gather(float(i), float(j), ?, col, w, h, blur);'.replace('?', ringsamples))
|
|
|
+ codegen.push('}');
|
|
|
+ }
|
|
|
+
|
|
|
+ codegen = codegen.join('\n');
|
|
|
+
|
|
|
+ frag = frag.replace(/\/[*]unboxstart[*]\/([\s\S]*)\/[*]unboxend[*]\//m, codegen);
|
|
|
+ }
|
|
|
+ */
|
|
|
+
|
|
|
+ return frag;
|
|
|
+ }
|
|
|
+
|
|
|
+};
|