BokehShader2.js 9.5 KB

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  1. ( function () {
  2. /**
  3. * Depth-of-field shader with bokeh
  4. * ported from GLSL shader by Martins Upitis
  5. * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
  6. *
  7. * Requires #define RINGS and SAMPLES integers
  8. */
  9. const BokehShader = {
  10. uniforms: {
  11. 'textureWidth': {
  12. value: 1.0
  13. },
  14. 'textureHeight': {
  15. value: 1.0
  16. },
  17. 'focalDepth': {
  18. value: 1.0
  19. },
  20. 'focalLength': {
  21. value: 24.0
  22. },
  23. 'fstop': {
  24. value: 0.9
  25. },
  26. 'tColor': {
  27. value: null
  28. },
  29. 'tDepth': {
  30. value: null
  31. },
  32. 'maxblur': {
  33. value: 1.0
  34. },
  35. 'showFocus': {
  36. value: 0
  37. },
  38. 'manualdof': {
  39. value: 0
  40. },
  41. 'vignetting': {
  42. value: 0
  43. },
  44. 'depthblur': {
  45. value: 0
  46. },
  47. 'threshold': {
  48. value: 0.5
  49. },
  50. 'gain': {
  51. value: 2.0
  52. },
  53. 'bias': {
  54. value: 0.5
  55. },
  56. 'fringe': {
  57. value: 0.7
  58. },
  59. 'znear': {
  60. value: 0.1
  61. },
  62. 'zfar': {
  63. value: 100
  64. },
  65. 'noise': {
  66. value: 1
  67. },
  68. 'dithering': {
  69. value: 0.0001
  70. },
  71. 'pentagon': {
  72. value: 0
  73. },
  74. 'shaderFocus': {
  75. value: 1
  76. },
  77. 'focusCoords': {
  78. value: new THREE.Vector2()
  79. }
  80. },
  81. vertexShader: `varying vec2 vUv;
  82. void main() {
  83. vUv = uv;
  84. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  85. }`,
  86. fragmentShader: `#include <common>
  87. varying vec2 vUv;
  88. uniform sampler2D tColor;
  89. uniform sampler2D tDepth;
  90. uniform float textureWidth;
  91. uniform float textureHeight;
  92. uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below
  93. uniform float focalLength; //focal length in mm
  94. uniform float fstop; //f-stop value
  95. uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)
  96. /*
  97. make sure that these two values are the same for your camera, otherwise distances will be wrong.
  98. */
  99. uniform float znear; // camera clipping start
  100. uniform float zfar; // camera clipping end
  101. //------------------------------------------
  102. //user variables
  103. const int samples = SAMPLES; //samples on the first ring
  104. const int rings = RINGS; //ring count
  105. const int maxringsamples = rings * samples;
  106. uniform bool manualdof; // manual dof calculation
  107. float ndofstart = 1.0; // near dof blur start
  108. float ndofdist = 2.0; // near dof blur falloff distance
  109. float fdofstart = 1.0; // far dof blur start
  110. float fdofdist = 3.0; // far dof blur falloff distance
  111. float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)
  112. uniform bool vignetting; // use optical lens vignetting
  113. float vignout = 1.3; // vignetting outer border
  114. float vignin = 0.0; // vignetting inner border
  115. float vignfade = 22.0; // f-stops till vignete fades
  116. uniform bool shaderFocus;
  117. // disable if you use external focalDepth value
  118. uniform vec2 focusCoords;
  119. // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
  120. // if center of screen use vec2(0.5, 0.5);
  121. uniform float maxblur;
  122. //clamp value of max blur (0.0 = no blur, 1.0 default)
  123. uniform float threshold; // highlight threshold;
  124. uniform float gain; // highlight gain;
  125. uniform float bias; // bokeh edge bias
  126. uniform float fringe; // bokeh chromatic aberration / fringing
  127. uniform bool noise; //use noise instead of pattern for sample dithering
  128. uniform float dithering;
  129. uniform bool depthblur; // blur the depth buffer
  130. float dbsize = 1.25; // depth blur size
  131. /*
  132. next part is experimental
  133. not looking good with small sample and ring count
  134. looks okay starting from samples = 4, rings = 4
  135. */
  136. uniform bool pentagon; //use pentagon as bokeh shape?
  137. float feather = 0.4; //pentagon shape feather
  138. //------------------------------------------
  139. float penta(vec2 coords) {
  140. //pentagonal shape
  141. float scale = float(rings) - 1.3;
  142. vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);
  143. vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);
  144. vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
  145. vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);
  146. vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);
  147. vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);
  148. vec4 one = vec4( 1.0 );
  149. vec4 P = vec4((coords),vec2(scale, scale));
  150. vec4 dist = vec4(0.0);
  151. float inorout = -4.0;
  152. dist.x = dot( P, HS0 );
  153. dist.y = dot( P, HS1 );
  154. dist.z = dot( P, HS2 );
  155. dist.w = dot( P, HS3 );
  156. dist = smoothstep( -feather, feather, dist );
  157. inorout += dot( dist, one );
  158. dist.x = dot( P, HS4 );
  159. dist.y = HS5.w - abs( P.z );
  160. dist = smoothstep( -feather, feather, dist );
  161. inorout += dist.x;
  162. return clamp( inorout, 0.0, 1.0 );
  163. }
  164. float bdepth(vec2 coords) {
  165. // Depth buffer blur
  166. float d = 0.0;
  167. float kernel[9];
  168. vec2 offset[9];
  169. vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;
  170. offset[0] = vec2(-wh.x,-wh.y);
  171. offset[1] = vec2( 0.0, -wh.y);
  172. offset[2] = vec2( wh.x -wh.y);
  173. offset[3] = vec2(-wh.x, 0.0);
  174. offset[4] = vec2( 0.0, 0.0);
  175. offset[5] = vec2( wh.x, 0.0);
  176. offset[6] = vec2(-wh.x, wh.y);
  177. offset[7] = vec2( 0.0, wh.y);
  178. offset[8] = vec2( wh.x, wh.y);
  179. kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
  180. kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
  181. kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
  182. for( int i=0; i<9; i++ ) {
  183. float tmp = texture2D(tDepth, coords + offset[i]).r;
  184. d += tmp * kernel[i];
  185. }
  186. return d;
  187. }
  188. vec3 color(vec2 coords,float blur) {
  189. //processing the sample
  190. vec3 col = vec3(0.0);
  191. vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);
  192. col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;
  193. col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
  194. col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
  195. vec3 lumcoeff = vec3(0.299,0.587,0.114);
  196. float lum = dot(col.rgb, lumcoeff);
  197. float thresh = max((lum-threshold)*gain, 0.0);
  198. return col+mix(vec3(0.0),col,thresh*blur);
  199. }
  200. vec3 debugFocus(vec3 col, float blur, float depth) {
  201. float edge = 0.002*depth; //distance based edge smoothing
  202. float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
  203. float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
  204. col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
  205. col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
  206. return col;
  207. }
  208. float linearize(float depth) {
  209. return -zfar * znear / (depth * (zfar - znear) - zfar);
  210. }
  211. float vignette() {
  212. float dist = distance(vUv.xy, vec2(0.5,0.5));
  213. dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);
  214. return clamp(dist,0.0,1.0);
  215. }
  216. float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {
  217. float rings2 = float(rings);
  218. float step = PI*2.0 / float(ringsamples);
  219. float pw = cos(j*step)*i;
  220. float ph = sin(j*step)*i;
  221. float p = 1.0;
  222. if (pentagon) {
  223. p = penta(vec2(pw,ph));
  224. }
  225. col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;
  226. return 1.0 * mix(1.0, i /rings2, bias) * p;
  227. }
  228. void main() {
  229. //scene depth calculation
  230. float depth = linearize(texture2D(tDepth,vUv.xy).x);
  231. // Blur depth?
  232. if ( depthblur ) {
  233. depth = linearize(bdepth(vUv.xy));
  234. }
  235. //focal plane calculation
  236. float fDepth = focalDepth;
  237. if (shaderFocus) {
  238. fDepth = linearize(texture2D(tDepth,focusCoords).x);
  239. }
  240. // dof blur factor calculation
  241. float blur = 0.0;
  242. if (manualdof) {
  243. float a = depth-fDepth; // Focal plane
  244. float b = (a-fdofstart)/fdofdist; // Far DoF
  245. float c = (-a-ndofstart)/ndofdist; // Near Dof
  246. blur = (a>0.0) ? b : c;
  247. } else {
  248. float f = focalLength; // focal length in mm
  249. float d = fDepth*1000.0; // focal plane in mm
  250. float o = depth*1000.0; // depth in mm
  251. float a = (o*f)/(o-f);
  252. float b = (d*f)/(d-f);
  253. float c = (d-f)/(d*fstop*CoC);
  254. blur = abs(a-b)*c;
  255. }
  256. blur = clamp(blur,0.0,1.0);
  257. // calculation of pattern for dithering
  258. vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;
  259. // getting blur x and y step factor
  260. float w = (1.0/textureWidth)*blur*maxblur+noise.x;
  261. float h = (1.0/textureHeight)*blur*maxblur+noise.y;
  262. // calculation of final color
  263. vec3 col = vec3(0.0);
  264. if(blur < 0.05) {
  265. //some optimization thingy
  266. col = texture2D(tColor, vUv.xy).rgb;
  267. } else {
  268. col = texture2D(tColor, vUv.xy).rgb;
  269. float s = 1.0;
  270. int ringsamples;
  271. for (int i = 1; i <= rings; i++) {
  272. /*unboxstart*/
  273. ringsamples = i * samples;
  274. for (int j = 0 ; j < maxringsamples ; j++) {
  275. if (j >= ringsamples) break;
  276. s += gather(float(i), float(j), ringsamples, col, w, h, blur);
  277. }
  278. /*unboxend*/
  279. }
  280. col /= s; //divide by sample count
  281. }
  282. if (showFocus) {
  283. col = debugFocus(col, blur, depth);
  284. }
  285. if (vignetting) {
  286. col *= vignette();
  287. }
  288. gl_FragColor.rgb = col;
  289. gl_FragColor.a = 1.0;
  290. }`
  291. };
  292. const BokehDepthShader = {
  293. uniforms: {
  294. 'mNear': {
  295. value: 1.0
  296. },
  297. 'mFar': {
  298. value: 1000.0
  299. }
  300. },
  301. vertexShader: `varying float vViewZDepth;
  302. void main() {
  303. #include <begin_vertex>
  304. #include <project_vertex>
  305. vViewZDepth = - mvPosition.z;
  306. }`,
  307. fragmentShader: `uniform float mNear;
  308. uniform float mFar;
  309. varying float vViewZDepth;
  310. void main() {
  311. float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );
  312. gl_FragColor = vec4( vec3( color ), 1.0 );
  313. }`
  314. };
  315. THREE.BokehDepthShader = BokehDepthShader;
  316. THREE.BokehShader = BokehShader;
  317. } )();