BokehShader2.js 9.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397
  1. import {
  2. Vector2
  3. } from 'three';
  4. /**
  5. * Depth-of-field shader with bokeh
  6. * ported from GLSL shader by Martins Upitis
  7. * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
  8. *
  9. * Requires #define RINGS and SAMPLES integers
  10. */
  11. const BokehShader = {
  12. name: 'BokehShader',
  13. uniforms: {
  14. 'textureWidth': { value: 1.0 },
  15. 'textureHeight': { value: 1.0 },
  16. 'focalDepth': { value: 1.0 },
  17. 'focalLength': { value: 24.0 },
  18. 'fstop': { value: 0.9 },
  19. 'tColor': { value: null },
  20. 'tDepth': { value: null },
  21. 'maxblur': { value: 1.0 },
  22. 'showFocus': { value: 0 },
  23. 'manualdof': { value: 0 },
  24. 'vignetting': { value: 0 },
  25. 'depthblur': { value: 0 },
  26. 'threshold': { value: 0.5 },
  27. 'gain': { value: 2.0 },
  28. 'bias': { value: 0.5 },
  29. 'fringe': { value: 0.7 },
  30. 'znear': { value: 0.1 },
  31. 'zfar': { value: 100 },
  32. 'noise': { value: 1 },
  33. 'dithering': { value: 0.0001 },
  34. 'pentagon': { value: 0 },
  35. 'shaderFocus': { value: 1 },
  36. 'focusCoords': { value: new Vector2() }
  37. },
  38. vertexShader: /* glsl */`
  39. varying vec2 vUv;
  40. void main() {
  41. vUv = uv;
  42. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  43. }`,
  44. fragmentShader: /* glsl */`
  45. #include <common>
  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. #include <tonemapping_fragment>
  250. #include <colorspace_fragment>
  251. }`
  252. };
  253. const BokehDepthShader = {
  254. name: 'BokehDepthShader',
  255. uniforms: {
  256. 'mNear': { value: 1.0 },
  257. 'mFar': { value: 1000.0 },
  258. },
  259. vertexShader: /* glsl */`
  260. varying float vViewZDepth;
  261. void main() {
  262. #include <begin_vertex>
  263. #include <project_vertex>
  264. vViewZDepth = - mvPosition.z;
  265. }`,
  266. fragmentShader: /* glsl */`
  267. uniform float mNear;
  268. uniform float mFar;
  269. varying float vViewZDepth;
  270. void main() {
  271. float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );
  272. gl_FragColor = vec4( vec3( color ), 1.0 );
  273. }`
  274. };
  275. export { BokehShader, BokehDepthShader };