/** * Depth-of-field shader using mipmaps * - from Matt Handley @applmak * - requires power-of-2 sized render target with enabled mipmaps */ var DOFMipMapShader = { uniforms: { 'tColor': { value: null }, 'tDepth': { value: null }, 'focus': { value: 1.0 }, 'maxblur': { 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' ) }; export { DOFMipMapShader };