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- ( function () {
- /**
- * Depth-of-field shader with bokeh
- * ported from GLSL shader by Martins Upitis
- * http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
- */
- var BokehShader = {
- defines: {
- 'DEPTH_PACKING': 1,
- 'PERSPECTIVE_CAMERA': 1
- },
- uniforms: {
- 'tColor': {
- value: null
- },
- 'tDepth': {
- value: null
- },
- 'focus': {
- value: 1.0
- },
- 'aspect': {
- value: 1.0
- },
- 'aperture': {
- value: 0.025
- },
- 'maxblur': {
- value: 0.01
- },
- 'nearClip': {
- value: 1.0
- },
- 'farClip': {
- value: 1000.0
- }
- },
- vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ),
- fragmentShader: [ '#include <common>', 'varying vec2 vUv;', 'uniform sampler2D tColor;', 'uniform sampler2D tDepth;', 'uniform float maxblur;', // max blur amount
- 'uniform float aperture;', // aperture - bigger values for shallower depth of field
- 'uniform float nearClip;', 'uniform float farClip;', 'uniform float focus;', 'uniform float aspect;', '#include <packing>', '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, nearClip, farClip );', ' #else', ' return orthographicDepthToViewZ( depth, nearClip, farClip );', ' #endif', '}', 'void main() {', ' vec2 aspectcorrect = vec2( 1.0, aspect );', ' float viewZ = getViewZ( getDepth( vUv ) );', ' float factor = ( focus + viewZ );', // viewZ is <= 0, so this is a difference equation
- ' vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );', ' vec2 dofblur9 = dofblur * 0.9;', ' vec2 dofblur7 = dofblur * 0.7;', ' vec2 dofblur4 = dofblur * 0.4;', ' vec4 col = vec4( 0.0 );', ' col += texture2D( tColor, vUv.xy );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );', ' gl_FragColor = col / 41.0;', ' gl_FragColor.a = 1.0;', '}' ].join( '\n' )
- };
- THREE.BokehShader = BokehShader;
- } )();
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