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@@ -7,7 +7,6 @@
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*
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* screen
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* convolution
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- * film
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* bokeh
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* sepia
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* dotscreen
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@@ -147,38 +146,21 @@ THREE.ShaderExtras = {
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},
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/* -------------------------------------------------------------------------
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-
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- // Film grain & scanlines shader
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-
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- // - ported from HLSL to WebGL / GLSL
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- // http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
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-
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- // Screen Space Static Postprocessor
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- //
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- // Produces an analogue noise overlay similar to a film grain / TV static
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- //
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- // Original implementation and noise algorithm
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- // Pat 'Hawthorne' Shearon
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- //
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- // Optimized scanlines + noise version with intensity scaling
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- // Georg 'Leviathan' Steinrohder
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-
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- // This version is provided under a Creative Commons Attribution 3.0 License
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- // http://creativecommons.org/licenses/by/3.0/
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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://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
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------------------------------------------------------------------------- */
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- 'film': {
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+ 'bokeh' : {
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uniforms: {
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-
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- tDiffuse: { type: "t", value: null },
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- time: { type: "f", value: 0.0 },
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- nIntensity: { type: "f", value: 0.5 },
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- sIntensity: { type: "f", value: 0.05 },
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- sCount: { type: "f", value: 4096 },
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- grayscale: { type: "i", value: 1 }
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-
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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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+ focus: { type: "f", value: 1.0 },
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+ aspect: { type: "f", value: 1.0 },
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+ aperture: { type: "f", value: 0.025 },
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+ maxblur: { type: "f", value: 1.0 }
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+ },
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vertexShader: [
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@@ -195,54 +177,80 @@ THREE.ShaderExtras = {
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fragmentShader: [
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- // control parameter
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- "uniform float time;",
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-
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- "uniform bool grayscale;",
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-
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- // noise effect intensity value (0 = no effect, 1 = full effect)
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- "uniform float nIntensity;",
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-
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- // scanlines effect intensity value (0 = no effect, 1 = full effect)
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- "uniform float sIntensity;",
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-
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- // scanlines effect count value (0 = no effect, 4096 = full effect)
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- "uniform float sCount;",
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-
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- "uniform sampler2D tDiffuse;",
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-
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"varying vec2 vUv;",
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- "void main() {",
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-
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- // sample the source
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- "vec4 cTextureScreen = texture2D( tDiffuse, vUv );",
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-
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- // make some noise
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- "float x = vUv.x * vUv.y * time * 1000.0;",
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- "x = mod( x, 13.0 ) * mod( x, 123.0 );",
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- "float dx = mod( x, 0.01 );",
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-
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- // add noise
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- "vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );",
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-
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- // get us a sine and cosine
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- "vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );",
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-
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- // add scanlines
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- "cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;",
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-
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- // interpolate between source and result by intensity
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- "cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );",
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+ "uniform sampler2D tColor;",
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+ "uniform sampler2D tDepth;",
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- // convert to grayscale if desired
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- "if( grayscale ) {",
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+ "uniform float maxblur;", // max blur amount
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+ "uniform float aperture;", // aperture - bigger values for shallower depth of field
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- "cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );",
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+ "uniform float focus;",
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+ "uniform float aspect;",
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- "}",
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+ "void main() {",
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- "gl_FragColor = vec4( cResult, cTextureScreen.a );",
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+ "vec2 aspectcorrect = vec2( 1.0, aspect );",
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+
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+ "vec4 depth1 = texture2D( tDepth, vUv );",
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+
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+ "float factor = depth1.x - focus;",
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+
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+ "vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );",
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+
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+ "vec2 dofblur9 = dofblur * 0.9;",
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+ "vec2 dofblur7 = dofblur * 0.7;",
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+ "vec2 dofblur4 = dofblur * 0.4;",
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+
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+ "vec4 col = vec4( 0.0 );",
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+
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+ "col += texture2D( tColor, vUv.xy );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );",
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+
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
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+
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );",
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+
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
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+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );",
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+
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+ "gl_FragColor = col / 41.0;",
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+ "gl_FragColor.a = 1.0;",
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"}"
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@@ -250,119 +258,6 @@ THREE.ShaderExtras = {
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},
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-
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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://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
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- ------------------------------------------------------------------------- */
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-
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- 'bokeh' : {
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-
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- uniforms: { tColor: { type: "t", value: null },
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- tDepth: { type: "t", value: null },
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- focus: { type: "f", value: 1.0 },
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- aspect: { type: "f", value: 1.0 },
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- aperture: { type: "f", value: 0.025 },
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- maxblur: { type: "f", value: 1.0 }
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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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-
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- "uniform float maxblur;", // max blur amount
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- "uniform float aperture;", // aperture - bigger values for shallower depth of field
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-
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- "uniform float focus;",
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- "uniform float aspect;",
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-
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- "void main() {",
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-
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- "vec2 aspectcorrect = vec2( 1.0, aspect );",
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-
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- "vec4 depth1 = texture2D( tDepth, vUv );",
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-
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- "float factor = depth1.x - focus;",
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-
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- "vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );",
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-
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- "vec2 dofblur9 = dofblur * 0.9;",
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- "vec2 dofblur7 = dofblur * 0.7;",
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- "vec2 dofblur4 = dofblur * 0.4;",
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-
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- "vec4 col = vec4( 0.0 );",
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-
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- "col += texture2D( tColor, vUv.xy );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );",
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-
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
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-
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );",
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-
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
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- "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );",
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-
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- "gl_FragColor = col / 41.0;",
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- "gl_FragColor.a = 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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- },
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-
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/* -------------------------------------------------------------------------
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// Depth-of-field shader using mipmaps
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// - from Matt Handley @applmak
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