BokehShader2.js 10 KB

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  1. /**
  2. * @author zz85 / https://github.com/zz85 | twitter.com/blurspline
  3. *
  4. * Depth-of-field shader with bokeh
  5. * ported from GLSL shader by Martins Upitis
  6. * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
  7. *
  8. * Requires #define RINGS and SAMPLES integers
  9. */
  10. THREE.BokehShader = {
  11. uniforms: {
  12. "textureWidth": { value: 1.0 },
  13. "textureHeight": { value: 1.0 },
  14. "focalDepth": { value: 1.0 },
  15. "focalLength": { value: 24.0 },
  16. "fstop": { value: 0.9 },
  17. "tColor": { value: null },
  18. "tDepth": { value: null },
  19. "maxblur": { value: 1.0 },
  20. "showFocus": { value: 0 },
  21. "manualdof": { value: 0 },
  22. "vignetting": { value: 0 },
  23. "depthblur": { value: 0 },
  24. "threshold": { value: 0.5 },
  25. "gain": { value: 2.0 },
  26. "bias": { value: 0.5 },
  27. "fringe": { value: 0.7 },
  28. "znear": { value: 0.1 },
  29. "zfar": { value: 100 },
  30. "noise": { value: 1 },
  31. "dithering": { value: 0.0001 },
  32. "pentagon": { value: 0 },
  33. "shaderFocus": { value: 1 },
  34. "focusCoords": { value: new THREE.Vector2() }
  35. },
  36. vertexShader: [
  37. "varying vec2 vUv;",
  38. "void main() {",
  39. "vUv = uv;",
  40. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  41. "}"
  42. ].join( "\n" ),
  43. fragmentShader: [
  44. "#include <common>",
  45. "#include <packing>",
  46. "varying vec2 vUv;",
  47. "uniform sampler2D tColor;",
  48. "uniform sampler2D tDepth;",
  49. "uniform float textureWidth;",
  50. "uniform float textureHeight;",
  51. "uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below",
  52. "uniform float focalLength; //focal length in mm",
  53. "uniform float fstop; //f-stop value",
  54. "uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)",
  55. "/*",
  56. "make sure that these two values are the same for your camera, otherwise distances will be wrong.",
  57. "*/",
  58. "uniform float znear; // camera clipping start",
  59. "uniform float zfar; // camera clipping end",
  60. "//------------------------------------------",
  61. "//user variables",
  62. "const int samples = SAMPLES; //samples on the first ring",
  63. "const int rings = RINGS; //ring count",
  64. "const int maxringsamples = rings * samples;",
  65. "uniform bool manualdof; // manual dof calculation",
  66. "float ndofstart = 1.0; // near dof blur start",
  67. "float ndofdist = 2.0; // near dof blur falloff distance",
  68. "float fdofstart = 1.0; // far dof blur start",
  69. "float fdofdist = 3.0; // far dof blur falloff distance",
  70. "float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)",
  71. "uniform bool vignetting; // use optical lens vignetting",
  72. "float vignout = 1.3; // vignetting outer border",
  73. "float vignin = 0.0; // vignetting inner border",
  74. "float vignfade = 22.0; // f-stops till vignete fades",
  75. "uniform bool shaderFocus;",
  76. "// disable if you use external focalDepth value",
  77. "uniform vec2 focusCoords;",
  78. "// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)",
  79. "// if center of screen use vec2(0.5, 0.5);",
  80. "uniform float maxblur;",
  81. "//clamp value of max blur (0.0 = no blur, 1.0 default)",
  82. "uniform float threshold; // highlight threshold;",
  83. "uniform float gain; // highlight gain;",
  84. "uniform float bias; // bokeh edge bias",
  85. "uniform float fringe; // bokeh chromatic aberration / fringing",
  86. "uniform bool noise; //use noise instead of pattern for sample dithering",
  87. "uniform float dithering;",
  88. "uniform bool depthblur; // blur the depth buffer",
  89. "float dbsize = 1.25; // depth blur size",
  90. "/*",
  91. "next part is experimental",
  92. "not looking good with small sample and ring count",
  93. "looks okay starting from samples = 4, rings = 4",
  94. "*/",
  95. "uniform bool pentagon; //use pentagon as bokeh shape?",
  96. "float feather = 0.4; //pentagon shape feather",
  97. "//------------------------------------------",
  98. "float penta(vec2 coords) {",
  99. "//pentagonal shape",
  100. "float scale = float(rings) - 1.3;",
  101. "vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);",
  102. "vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);",
  103. "vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);",
  104. "vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);",
  105. "vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);",
  106. "vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);",
  107. "vec4 one = vec4( 1.0 );",
  108. "vec4 P = vec4((coords),vec2(scale, scale));",
  109. "vec4 dist = vec4(0.0);",
  110. "float inorout = -4.0;",
  111. "dist.x = dot( P, HS0 );",
  112. "dist.y = dot( P, HS1 );",
  113. "dist.z = dot( P, HS2 );",
  114. "dist.w = dot( P, HS3 );",
  115. "dist = smoothstep( -feather, feather, dist );",
  116. "inorout += dot( dist, one );",
  117. "dist.x = dot( P, HS4 );",
  118. "dist.y = HS5.w - abs( P.z );",
  119. "dist = smoothstep( -feather, feather, dist );",
  120. "inorout += dist.x;",
  121. "return clamp( inorout, 0.0, 1.0 );",
  122. "}",
  123. "float bdepth(vec2 coords) {",
  124. "// Depth buffer blur",
  125. "float d = 0.0;",
  126. "float kernel[9];",
  127. "vec2 offset[9];",
  128. "vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;",
  129. "offset[0] = vec2(-wh.x,-wh.y);",
  130. "offset[1] = vec2( 0.0, -wh.y);",
  131. "offset[2] = vec2( wh.x -wh.y);",
  132. "offset[3] = vec2(-wh.x, 0.0);",
  133. "offset[4] = vec2( 0.0, 0.0);",
  134. "offset[5] = vec2( wh.x, 0.0);",
  135. "offset[6] = vec2(-wh.x, wh.y);",
  136. "offset[7] = vec2( 0.0, wh.y);",
  137. "offset[8] = vec2( wh.x, wh.y);",
  138. "kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;",
  139. "kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;",
  140. "kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;",
  141. "for( int i=0; i<9; i++ ) {",
  142. "float tmp = texture2D(tDepth, coords + offset[i]).r;",
  143. "d += tmp * kernel[i];",
  144. "}",
  145. "return d;",
  146. "}",
  147. "vec3 color(vec2 coords,float blur) {",
  148. "//processing the sample",
  149. "vec3 col = vec3(0.0);",
  150. "vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);",
  151. "col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;",
  152. "col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;",
  153. "col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;",
  154. "vec3 lumcoeff = vec3(0.299,0.587,0.114);",
  155. "float lum = dot(col.rgb, lumcoeff);",
  156. "float thresh = max((lum-threshold)*gain, 0.0);",
  157. "return col+mix(vec3(0.0),col,thresh*blur);",
  158. "}",
  159. "vec3 debugFocus(vec3 col, float blur, float depth) {",
  160. "float edge = 0.002*depth; //distance based edge smoothing",
  161. "float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);",
  162. "float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);",
  163. "col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);",
  164. "col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);",
  165. "return col;",
  166. "}",
  167. "float linearize(float depth) {",
  168. "return -zfar * znear / (depth * (zfar - znear) - zfar);",
  169. "}",
  170. "float vignette() {",
  171. "float dist = distance(vUv.xy, vec2(0.5,0.5));",
  172. "dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);",
  173. "return clamp(dist,0.0,1.0);",
  174. "}",
  175. "float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {",
  176. "float rings2 = float(rings);",
  177. "float step = PI*2.0 / float(ringsamples);",
  178. "float pw = cos(j*step)*i;",
  179. "float ph = sin(j*step)*i;",
  180. "float p = 1.0;",
  181. "if (pentagon) {",
  182. "p = penta(vec2(pw,ph));",
  183. "}",
  184. "col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;",
  185. "return 1.0 * mix(1.0, i /rings2, bias) * p;",
  186. "}",
  187. "void main() {",
  188. "//scene depth calculation",
  189. "float depth = linearize(texture2D(tDepth,vUv.xy).x);",
  190. "// Blur depth?",
  191. "if ( depthblur ) {",
  192. "depth = linearize(bdepth(vUv.xy));",
  193. "}",
  194. "//focal plane calculation",
  195. "float fDepth = focalDepth;",
  196. "if (shaderFocus) {",
  197. "fDepth = linearize(texture2D(tDepth,focusCoords).x);",
  198. "}",
  199. "// dof blur factor calculation",
  200. "float blur = 0.0;",
  201. "if (manualdof) {",
  202. "float a = depth-fDepth; // Focal plane",
  203. "float b = (a-fdofstart)/fdofdist; // Far DoF",
  204. "float c = (-a-ndofstart)/ndofdist; // Near Dof",
  205. "blur = (a>0.0) ? b : c;",
  206. "} else {",
  207. "float f = focalLength; // focal length in mm",
  208. "float d = fDepth*1000.0; // focal plane in mm",
  209. "float o = depth*1000.0; // depth in mm",
  210. "float a = (o*f)/(o-f);",
  211. "float b = (d*f)/(d-f);",
  212. "float c = (d-f)/(d*fstop*CoC);",
  213. "blur = abs(a-b)*c;",
  214. "}",
  215. "blur = clamp(blur,0.0,1.0);",
  216. "// calculation of pattern for dithering",
  217. "vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;",
  218. "// getting blur x and y step factor",
  219. "float w = (1.0/textureWidth)*blur*maxblur+noise.x;",
  220. "float h = (1.0/textureHeight)*blur*maxblur+noise.y;",
  221. "// calculation of final color",
  222. "vec3 col = vec3(0.0);",
  223. "if(blur < 0.05) {",
  224. "//some optimization thingy",
  225. "col = texture2D(tColor, vUv.xy).rgb;",
  226. "} else {",
  227. "col = texture2D(tColor, vUv.xy).rgb;",
  228. "float s = 1.0;",
  229. "int ringsamples;",
  230. "for (int i = 1; i <= rings; i++) {",
  231. "/*unboxstart*/",
  232. "ringsamples = i * samples;",
  233. "for (int j = 0 ; j < maxringsamples ; j++) {",
  234. "if (j >= ringsamples) break;",
  235. "s += gather(float(i), float(j), ringsamples, col, w, h, blur);",
  236. "}",
  237. "/*unboxend*/",
  238. "}",
  239. "col /= s; //divide by sample count",
  240. "}",
  241. "if (showFocus) {",
  242. "col = debugFocus(col, blur, depth);",
  243. "}",
  244. "if (vignetting) {",
  245. "col *= vignette();",
  246. "}",
  247. "gl_FragColor.rgb = col;",
  248. "gl_FragColor.a = 1.0;",
  249. "} "
  250. ].join( "\n" )
  251. };
  252. THREE.BokehDepthShader = {
  253. uniforms: {
  254. "mNear": { value: 1.0 },
  255. "mFar": { value: 1000.0 },
  256. },
  257. vertexShader: [
  258. "varying float vViewZDepth;",
  259. "void main() {",
  260. " #include <begin_vertex>",
  261. " #include <project_vertex>",
  262. " vViewZDepth = - mvPosition.z;",
  263. "}"
  264. ].join( "\n" ),
  265. fragmentShader: [
  266. "uniform float mNear;",
  267. "uniform float mFar;",
  268. "varying float vViewZDepth;",
  269. "void main() {",
  270. " float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );",
  271. " gl_FragColor = vec4( vec3( color ), 1.0 );",
  272. "} "
  273. ].join( "\n" )
  274. };