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- ( function () {
- /**
- * 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' )
- };
- THREE.DOFMipMapShader = DOFMipMapShader;
- } )();
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