import { Vector2 } from '../../../build/three.module.js'; /** * TODO */ var DepthLimitedBlurShader = { defines: { 'KERNEL_RADIUS': 4, 'DEPTH_PACKING': 1, 'PERSPECTIVE_CAMERA': 1 }, uniforms: { 'tDiffuse': { value: null }, 'size': { value: new Vector2( 512, 512 ) }, 'sampleUvOffsets': { value: [ new Vector2( 0, 0 ) ] }, 'sampleWeights': { value: [ 1.0 ] }, 'tDepth': { value: null }, 'cameraNear': { value: 10 }, 'cameraFar': { value: 1000 }, 'depthCutoff': { value: 10 }, }, vertexShader: [ '#include ', 'uniform vec2 size;', 'varying vec2 vUv;', 'varying vec2 vInvSize;', 'void main() {', ' vUv = uv;', ' vInvSize = 1.0 / size;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ), fragmentShader: [ '#include ', '#include ', 'uniform sampler2D tDiffuse;', 'uniform sampler2D tDepth;', 'uniform float cameraNear;', 'uniform float cameraFar;', 'uniform float depthCutoff;', 'uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];', 'uniform float sampleWeights[ KERNEL_RADIUS + 1 ];', 'varying vec2 vUv;', 'varying vec2 vInvSize;', 'float getDepth( const in vec2 screenPosition ) {', ' #if DEPTH_PACKING == 1', ' return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );', ' #else', ' return texture2D( tDepth, screenPosition ).x;', ' #endif', '}', 'float getViewZ( const in float depth ) {', ' #if PERSPECTIVE_CAMERA == 1', ' return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );', ' #else', ' return orthographicDepthToViewZ( depth, cameraNear, cameraFar );', ' #endif', '}', 'void main() {', ' float depth = getDepth( vUv );', ' if( depth >= ( 1.0 - EPSILON ) ) {', ' discard;', ' }', ' float centerViewZ = -getViewZ( depth );', ' bool rBreak = false, lBreak = false;', ' float weightSum = sampleWeights[0];', ' vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;', ' for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {', ' float sampleWeight = sampleWeights[i];', ' vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;', ' vec2 sampleUv = vUv + sampleUvOffset;', ' float viewZ = -getViewZ( getDepth( sampleUv ) );', ' if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;', ' if( ! rBreak ) {', ' diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;', ' weightSum += sampleWeight;', ' }', ' sampleUv = vUv - sampleUvOffset;', ' viewZ = -getViewZ( getDepth( sampleUv ) );', ' if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;', ' if( ! lBreak ) {', ' diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;', ' weightSum += sampleWeight;', ' }', ' }', ' gl_FragColor = diffuseSum / weightSum;', '}' ].join( '\n' ) }; var BlurShaderUtils = { createSampleWeights: function ( kernelRadius, stdDev ) { var gaussian = function ( x, stdDev ) { return Math.exp( - ( x * x ) / ( 2.0 * ( stdDev * stdDev ) ) ) / ( Math.sqrt( 2.0 * Math.PI ) * stdDev ); }; var weights = []; for ( var i = 0; i <= kernelRadius; i ++ ) { weights.push( gaussian( i, stdDev ) ); } return weights; }, createSampleOffsets: function ( kernelRadius, uvIncrement ) { var offsets = []; for ( var i = 0; i <= kernelRadius; i ++ ) { offsets.push( uvIncrement.clone().multiplyScalar( i ) ); } return offsets; }, configure: function ( material, kernelRadius, stdDev, uvIncrement ) { material.defines[ 'KERNEL_RADIUS' ] = kernelRadius; material.uniforms[ 'sampleUvOffsets' ].value = BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement ); material.uniforms[ 'sampleWeights' ].value = BlurShaderUtils.createSampleWeights( kernelRadius, stdDev ); material.needsUpdate = true; } }; export { DepthLimitedBlurShader, BlurShaderUtils };