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DepthLimitedBlurShader.js 3.7 KB

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  1. /**
  2. * TODO
  3. */
  4. THREE.DepthLimitedBlurShader = {
  5. defines: {
  6. 'KERNEL_RADIUS': 4,
  7. 'DEPTH_PACKING': 1,
  8. 'PERSPECTIVE_CAMERA': 1
  9. },
  10. uniforms: {
  11. 'tDiffuse': { value: null },
  12. 'size': { value: new THREE.Vector2( 512, 512 ) },
  13. 'sampleUvOffsets': { value: [ new THREE.Vector2( 0, 0 ) ] },
  14. 'sampleWeights': { value: [ 1.0 ] },
  15. 'tDepth': { value: null },
  16. 'cameraNear': { value: 10 },
  17. 'cameraFar': { value: 1000 },
  18. 'depthCutoff': { value: 10 },
  19. },
  20. vertexShader: [
  21. "#include <common>",
  22. "uniform vec2 size;",
  23. "varying vec2 vUv;",
  24. "varying vec2 vInvSize;",
  25. "void main() {",
  26. " vUv = uv;",
  27. " vInvSize = 1.0 / size;",
  28. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  29. "}"
  30. ].join( "\n" ),
  31. fragmentShader: [
  32. "#include <common>",
  33. "#include <packing>",
  34. "uniform sampler2D tDiffuse;",
  35. "uniform sampler2D tDepth;",
  36. "uniform float cameraNear;",
  37. "uniform float cameraFar;",
  38. "uniform float depthCutoff;",
  39. "uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];",
  40. "uniform float sampleWeights[ KERNEL_RADIUS + 1 ];",
  41. "varying vec2 vUv;",
  42. "varying vec2 vInvSize;",
  43. "float getDepth( const in vec2 screenPosition ) {",
  44. " #if DEPTH_PACKING == 1",
  45. " return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
  46. " #else",
  47. " return texture2D( tDepth, screenPosition ).x;",
  48. " #endif",
  49. "}",
  50. "float getViewZ( const in float depth ) {",
  51. " #if PERSPECTIVE_CAMERA == 1",
  52. " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
  53. " #else",
  54. " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
  55. " #endif",
  56. "}",
  57. "void main() {",
  58. " float depth = getDepth( vUv );",
  59. " if( depth >= ( 1.0 - EPSILON ) ) {",
  60. " discard;",
  61. " }",
  62. " float centerViewZ = -getViewZ( depth );",
  63. " bool rBreak = false, lBreak = false;",
  64. " float weightSum = sampleWeights[0];",
  65. " vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;",
  66. " for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {",
  67. " float sampleWeight = sampleWeights[i];",
  68. " vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;",
  69. " vec2 sampleUv = vUv + sampleUvOffset;",
  70. " float viewZ = -getViewZ( getDepth( sampleUv ) );",
  71. " if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;",
  72. " if( ! rBreak ) {",
  73. " diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
  74. " weightSum += sampleWeight;",
  75. " }",
  76. " sampleUv = vUv - sampleUvOffset;",
  77. " viewZ = -getViewZ( getDepth( sampleUv ) );",
  78. " if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;",
  79. " if( ! lBreak ) {",
  80. " diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
  81. " weightSum += sampleWeight;",
  82. " }",
  83. " }",
  84. " gl_FragColor = diffuseSum / weightSum;",
  85. "}"
  86. ].join( "\n" )
  87. };
  88. THREE.BlurShaderUtils = {
  89. createSampleWeights: function ( kernelRadius, stdDev ) {
  90. var gaussian = function ( x, stdDev ) {
  91. return Math.exp( - ( x * x ) / ( 2.0 * ( stdDev * stdDev ) ) ) / ( Math.sqrt( 2.0 * Math.PI ) * stdDev );
  92. };
  93. var weights = [];
  94. for ( var i = 0; i <= kernelRadius; i ++ ) {
  95. weights.push( gaussian( i, stdDev ) );
  96. }
  97. return weights;
  98. },
  99. createSampleOffsets: function ( kernelRadius, uvIncrement ) {
  100. var offsets = [];
  101. for ( var i = 0; i <= kernelRadius; i ++ ) {
  102. offsets.push( uvIncrement.clone().multiplyScalar( i ) );
  103. }
  104. return offsets;
  105. },
  106. configure: function ( material, kernelRadius, stdDev, uvIncrement ) {
  107. material.defines[ 'KERNEL_RADIUS' ] = kernelRadius;
  108. material.uniforms[ 'sampleUvOffsets' ].value = THREE.BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement );
  109. material.uniforms[ 'sampleWeights' ].value = THREE.BlurShaderUtils.createSampleWeights( kernelRadius, stdDev );
  110. material.needsUpdate = true;
  111. }
  112. };