BokehShader.js 5.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144
  1. /**
  2. * Depth-of-field shader with bokeh
  3. * ported from GLSL shader by Martins Upitis
  4. * http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
  5. */
  6. THREE.BokehShader = {
  7. defines: {
  8. "DEPTH_PACKING": 1,
  9. "PERSPECTIVE_CAMERA": 1,
  10. },
  11. uniforms: {
  12. "tColor": { value: null },
  13. "tDepth": { value: null },
  14. "focus": { value: 1.0 },
  15. "aspect": { value: 1.0 },
  16. "aperture": { value: 0.025 },
  17. "maxblur": { value: 0.01 },
  18. "nearClip": { value: 1.0 },
  19. "farClip": { value: 1000.0 },
  20. },
  21. vertexShader: [
  22. "varying vec2 vUv;",
  23. "void main() {",
  24. " vUv = uv;",
  25. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  26. "}"
  27. ].join( "\n" ),
  28. fragmentShader: [
  29. "#include <common>",
  30. "varying vec2 vUv;",
  31. "uniform sampler2D tColor;",
  32. "uniform sampler2D tDepth;",
  33. "uniform float maxblur;", // max blur amount
  34. "uniform float aperture;", // aperture - bigger values for shallower depth of field
  35. "uniform float nearClip;",
  36. "uniform float farClip;",
  37. "uniform float focus;",
  38. "uniform float aspect;",
  39. "#include <packing>",
  40. "float getDepth( const in vec2 screenPosition ) {",
  41. " #if DEPTH_PACKING == 1",
  42. " return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
  43. " #else",
  44. " return texture2D( tDepth, screenPosition ).x;",
  45. " #endif",
  46. "}",
  47. "float getViewZ( const in float depth ) {",
  48. " #if PERSPECTIVE_CAMERA == 1",
  49. " return perspectiveDepthToViewZ( depth, nearClip, farClip );",
  50. " #else",
  51. " return orthographicDepthToViewZ( depth, nearClip, farClip );",
  52. " #endif",
  53. "}",
  54. "void main() {",
  55. " vec2 aspectcorrect = vec2( 1.0, aspect );",
  56. " float viewZ = getViewZ( getDepth( vUv ) );",
  57. " float factor = ( focus + viewZ );", // viewZ is <= 0, so this is a difference equation
  58. " vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );",
  59. " vec2 dofblur9 = dofblur * 0.9;",
  60. " vec2 dofblur7 = dofblur * 0.7;",
  61. " vec2 dofblur4 = dofblur * 0.4;",
  62. " vec4 col = vec4( 0.0 );",
  63. " col += texture2D( tColor, vUv.xy );",
  64. " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );",
  65. " col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );",
  66. " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );",
  67. " col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );",
  68. " col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );",
  69. " col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );",
  70. " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );",
  71. " col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );",
  72. " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );",
  73. " col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );",
  74. " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );",
  75. " col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );",
  76. " col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );",
  77. " col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );",
  78. " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );",
  79. " col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );",
  80. " col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
  81. " col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
  82. " col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
  83. " col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
  84. " col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
  85. " col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
  86. " col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
  87. " col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
  88. " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
  89. " col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );",
  90. " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
  91. " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );",
  92. " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
  93. " col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );",
  94. " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
  95. " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );",
  96. " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
  97. " col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
  98. " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
  99. " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );",
  100. " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
  101. " col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
  102. " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
  103. " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );",
  104. " gl_FragColor = col / 41.0;",
  105. " gl_FragColor.a = 1.0;",
  106. "}"
  107. ].join( "\n" )
  108. };