BokehShader.js 5.9 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. *
  4. * Depth-of-field shader with bokeh
  5. * ported from GLSL shader by Martins Upitis
  6. * http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
  7. */
  8. THREE.BokehShader = {
  9. defines: {
  10. "DEPTH_PACKING": 1,
  11. "PERSPECTIVE_CAMERA": 1,
  12. },
  13. uniforms: {
  14. "tColor": { value: null },
  15. "tDepth": { value: null },
  16. "focus": { value: 1.0 },
  17. "aspect": { value: 1.0 },
  18. "aperture": { value: 0.025 },
  19. "maxblur": { value: 1.0 },
  20. "nearClip": { value: 1.0 },
  21. "farClip": { value: 1000.0 },
  22. },
  23. vertexShader: [
  24. "varying vec2 vUv;",
  25. "void main() {",
  26. " vUv = uv;",
  27. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  28. "}"
  29. ].join( "\n" ),
  30. fragmentShader: [
  31. "#include <common>",
  32. "varying vec2 vUv;",
  33. "uniform sampler2D tColor;",
  34. "uniform sampler2D tDepth;",
  35. "uniform float maxblur;", // max blur amount
  36. "uniform float aperture;", // aperture - bigger values for shallower depth of field
  37. "uniform float nearClip;",
  38. "uniform float farClip;",
  39. "uniform float focus;",
  40. "uniform float aspect;",
  41. "#include <packing>",
  42. "float getDepth( const in vec2 screenPosition ) {",
  43. " #if DEPTH_PACKING == 1",
  44. " return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
  45. " #else",
  46. " return texture2D( tDepth, screenPosition ).x;",
  47. " #endif",
  48. "}",
  49. "float getViewZ( const in float depth ) {",
  50. " #if PERSPECTIVE_CAMERA == 1",
  51. " return perspectiveDepthToViewZ( depth, nearClip, farClip );",
  52. " #else",
  53. " return orthographicDepthToViewZ( depth, nearClip, farClip );",
  54. " #endif",
  55. "}",
  56. "void main() {",
  57. " vec2 aspectcorrect = vec2( 1.0, aspect );",
  58. " float viewZ = getViewZ( getDepth( vUv ) );",
  59. " float factor = ( focus + viewZ );", // viewZ is <= 0, so this is a difference equation
  60. " vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );",
  61. " vec2 dofblur9 = dofblur * 0.9;",
  62. " vec2 dofblur7 = dofblur * 0.7;",
  63. " vec2 dofblur4 = dofblur * 0.4;",
  64. " vec4 col = vec4( 0.0 );",
  65. " col += texture2D( tColor, vUv.xy );",
  66. " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );",
  67. " col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );",
  68. " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );",
  69. " col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );",
  70. " col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );",
  71. " col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );",
  72. " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );",
  73. " col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );",
  74. " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );",
  75. " col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );",
  76. " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );",
  77. " col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );",
  78. " col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );",
  79. " col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );",
  80. " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );",
  81. " col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );",
  82. " col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
  83. " col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
  84. " col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
  85. " col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
  86. " col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
  87. " col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
  88. " col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
  89. " col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
  90. " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
  91. " col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );",
  92. " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
  93. " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );",
  94. " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
  95. " col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );",
  96. " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
  97. " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );",
  98. " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
  99. " col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
  100. " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
  101. " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );",
  102. " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
  103. " col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
  104. " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
  105. " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );",
  106. " gl_FragColor = col / 41.0;",
  107. " gl_FragColor.a = 1.0;",
  108. "}"
  109. ].join( "\n" )
  110. };