BokehShader2.js 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378
  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": { type: "f", value: 1.0 },
  13. "textureHeight": { type: "f", value: 1.0 },
  14. "focalDepth": { type: "f", value: 1.0 },
  15. "focalLength": { type: "f", value: 24.0 },
  16. "fstop": { type: "f", value: 0.9 },
  17. "tColor": { type: "t", value: null },
  18. "tDepth": { type: "t", value: null },
  19. "maxblur": { type: "f", value: 1.0 },
  20. "showFocus": { type: "i", value: 0 },
  21. "manualdof": { type: "i", value: 0 },
  22. "vignetting": { type: "i", value: 0 },
  23. "depthblur": { type: "i", value: 0 },
  24. "threshold": { type: "f", value: 0.5 },
  25. "gain": { type: "f", value: 2.0 },
  26. "bias": { type: "f", value: 0.5 },
  27. "fringe": { type: "f", value: 0.7 },
  28. "znear": { type: "f", value: 0.1 },
  29. "zfar": { type: "f", value: 100 },
  30. "noise": { type: "i", value: 1 },
  31. "dithering": { type: "f", value: 0.0001 },
  32. "pentagon": { type: "i", value: 0 },
  33. "shaderFocus": { type: "i", value: 1 },
  34. "focusCoords": { type: "v2", 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. "varying vec2 vUv;",
  45. "uniform sampler2D tColor;",
  46. "uniform sampler2D tDepth;",
  47. "uniform float textureWidth;",
  48. "uniform float textureHeight;",
  49. "const float PI = 3.14159265;",
  50. "float width = textureWidth; //texture width",
  51. "float height = textureHeight; //texture height",
  52. "vec2 texel = vec2(1.0/width,1.0/height);",
  53. "uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below",
  54. "uniform float focalLength; //focal length in mm",
  55. "uniform float fstop; //f-stop value",
  56. "uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)",
  57. "/*",
  58. "make sure that these two values are the same for your camera, otherwise distances will be wrong.",
  59. "*/",
  60. "uniform float znear; // camera clipping start",
  61. "uniform float zfar; // camera clipping end",
  62. "//------------------------------------------",
  63. "//user variables",
  64. "const int samples = SAMPLES; //samples on the first ring",
  65. "const int rings = RINGS; //ring count",
  66. "const int maxringsamples = rings * samples;",
  67. "uniform bool manualdof; // manual dof calculation",
  68. "float ndofstart = 1.0; // near dof blur start",
  69. "float ndofdist = 2.0; // near dof blur falloff distance",
  70. "float fdofstart = 1.0; // far dof blur start",
  71. "float fdofdist = 3.0; // far dof blur falloff distance",
  72. "float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)",
  73. "uniform bool vignetting; // use optical lens vignetting",
  74. "float vignout = 1.3; // vignetting outer border",
  75. "float vignin = 0.0; // vignetting inner border",
  76. "float vignfade = 22.0; // f-stops till vignete fades",
  77. "uniform bool shaderFocus;",
  78. "bool autofocus = shaderFocus;",
  79. "//use autofocus in shader - use with focusCoords",
  80. "// disable if you use external focalDepth value",
  81. "uniform vec2 focusCoords;",
  82. "// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)",
  83. "// if center of screen use vec2(0.5, 0.5);",
  84. "uniform float maxblur;",
  85. "//clamp value of max blur (0.0 = no blur, 1.0 default)",
  86. "uniform float threshold; // highlight threshold;",
  87. "uniform float gain; // highlight gain;",
  88. "uniform float bias; // bokeh edge bias",
  89. "uniform float fringe; // bokeh chromatic aberration / fringing",
  90. "uniform bool noise; //use noise instead of pattern for sample dithering",
  91. "uniform float dithering;",
  92. "float namount = dithering; //dither amount",
  93. "uniform bool depthblur; // blur the depth buffer",
  94. "float dbsize = 1.25; // depth blur size",
  95. "/*",
  96. "next part is experimental",
  97. "not looking good with small sample and ring count",
  98. "looks okay starting from samples = 4, rings = 4",
  99. "*/",
  100. "uniform bool pentagon; //use pentagon as bokeh shape?",
  101. "float feather = 0.4; //pentagon shape feather",
  102. "//------------------------------------------",
  103. "float penta(vec2 coords) {",
  104. "//pentagonal shape",
  105. "float scale = float(rings) - 1.3;",
  106. "vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);",
  107. "vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);",
  108. "vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);",
  109. "vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);",
  110. "vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);",
  111. "vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);",
  112. "vec4 one = vec4( 1.0 );",
  113. "vec4 P = vec4((coords),vec2(scale, scale));",
  114. "vec4 dist = vec4(0.0);",
  115. "float inorout = -4.0;",
  116. "dist.x = dot( P, HS0 );",
  117. "dist.y = dot( P, HS1 );",
  118. "dist.z = dot( P, HS2 );",
  119. "dist.w = dot( P, HS3 );",
  120. "dist = smoothstep( -feather, feather, dist );",
  121. "inorout += dot( dist, one );",
  122. "dist.x = dot( P, HS4 );",
  123. "dist.y = HS5.w - abs( P.z );",
  124. "dist = smoothstep( -feather, feather, dist );",
  125. "inorout += dist.x;",
  126. "return clamp( inorout, 0.0, 1.0 );",
  127. "}",
  128. "float bdepth(vec2 coords) {",
  129. "// Depth buffer blur",
  130. "float d = 0.0;",
  131. "float kernel[9];",
  132. "vec2 offset[9];",
  133. "vec2 wh = vec2(texel.x, texel.y) * dbsize;",
  134. "offset[0] = vec2(-wh.x,-wh.y);",
  135. "offset[1] = vec2( 0.0, -wh.y);",
  136. "offset[2] = vec2( wh.x -wh.y);",
  137. "offset[3] = vec2(-wh.x, 0.0);",
  138. "offset[4] = vec2( 0.0, 0.0);",
  139. "offset[5] = vec2( wh.x, 0.0);",
  140. "offset[6] = vec2(-wh.x, wh.y);",
  141. "offset[7] = vec2( 0.0, wh.y);",
  142. "offset[8] = vec2( wh.x, wh.y);",
  143. "kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;",
  144. "kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;",
  145. "kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;",
  146. "for( int i=0; i<9; i++ ) {",
  147. "float tmp = texture2D(tDepth, coords + offset[i]).r;",
  148. "d += tmp * kernel[i];",
  149. "}",
  150. "return d;",
  151. "}",
  152. "vec3 color(vec2 coords,float blur) {",
  153. "//processing the sample",
  154. "vec3 col = vec3(0.0);",
  155. "col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;",
  156. "col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;",
  157. "col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;",
  158. "vec3 lumcoeff = vec3(0.299,0.587,0.114);",
  159. "float lum = dot(col.rgb, lumcoeff);",
  160. "float thresh = max((lum-threshold)*gain, 0.0);",
  161. "return col+mix(vec3(0.0),col,thresh*blur);",
  162. "}",
  163. "vec2 rand(vec2 coord) {",
  164. "// generating noise / pattern texture for dithering",
  165. "float noiseX = ((fract(1.0-coord.s*(width/2.0))*0.25)+(fract(coord.t*(height/2.0))*0.75))*2.0-1.0;",
  166. "float noiseY = ((fract(1.0-coord.s*(width/2.0))*0.75)+(fract(coord.t*(height/2.0))*0.25))*2.0-1.0;",
  167. "if (noise) {",
  168. "noiseX = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233))) * 43758.5453),0.0,1.0)*2.0-1.0;",
  169. "noiseY = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233)*2.0)) * 43758.5453),0.0,1.0)*2.0-1.0;",
  170. "}",
  171. "return vec2(noiseX,noiseY);",
  172. "}",
  173. "vec3 debugFocus(vec3 col, float blur, float depth) {",
  174. "float edge = 0.002*depth; //distance based edge smoothing",
  175. "float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);",
  176. "float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);",
  177. "col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);",
  178. "col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);",
  179. "return col;",
  180. "}",
  181. "float linearize(float depth) {",
  182. "return -zfar * znear / (depth * (zfar - znear) - zfar);",
  183. "}",
  184. "float vignette() {",
  185. "float dist = distance(vUv.xy, vec2(0.5,0.5));",
  186. "dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);",
  187. "return clamp(dist,0.0,1.0);",
  188. "}",
  189. "float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {",
  190. "float rings2 = float(rings);",
  191. "float step = PI*2.0 / float(ringsamples);",
  192. "float pw = cos(j*step)*i;",
  193. "float ph = sin(j*step)*i;",
  194. "float p = 1.0;",
  195. "if (pentagon) {",
  196. "p = penta(vec2(pw,ph));",
  197. "}",
  198. "col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;",
  199. "return 1.0 * mix(1.0, i /rings2, bias) * p;",
  200. "}",
  201. "void main() {",
  202. "//scene depth calculation",
  203. "float depth = linearize(texture2D(tDepth,vUv.xy).x);",
  204. "// Blur depth?",
  205. "if (depthblur) {",
  206. "depth = linearize(bdepth(vUv.xy));",
  207. "}",
  208. "//focal plane calculation",
  209. "float fDepth = focalDepth;",
  210. "if (autofocus) {",
  211. "fDepth = linearize(texture2D(tDepth,focusCoords).x);",
  212. "}",
  213. "// dof blur factor calculation",
  214. "float blur = 0.0;",
  215. "if (manualdof) {",
  216. "float a = depth-fDepth; // Focal plane",
  217. "float b = (a-fdofstart)/fdofdist; // Far DoF",
  218. "float c = (-a-ndofstart)/ndofdist; // Near Dof",
  219. "blur = (a>0.0) ? b : c;",
  220. "} else {",
  221. "float f = focalLength; // focal length in mm",
  222. "float d = fDepth*1000.0; // focal plane in mm",
  223. "float o = depth*1000.0; // depth in mm",
  224. "float a = (o*f)/(o-f);",
  225. "float b = (d*f)/(d-f);",
  226. "float c = (d-f)/(d*fstop*CoC);",
  227. "blur = abs(a-b)*c;",
  228. "}",
  229. "blur = clamp(blur,0.0,1.0);",
  230. "// calculation of pattern for dithering",
  231. "vec2 noise = rand(vUv.xy)*namount*blur;",
  232. "// getting blur x and y step factor",
  233. "float w = (1.0/width)*blur*maxblur+noise.x;",
  234. "float h = (1.0/height)*blur*maxblur+noise.y;",
  235. "// calculation of final color",
  236. "vec3 col = vec3(0.0);",
  237. "if(blur < 0.05) {",
  238. "//some optimization thingy",
  239. "col = texture2D(tColor, vUv.xy).rgb;",
  240. "} else {",
  241. "col = texture2D(tColor, vUv.xy).rgb;",
  242. "float s = 1.0;",
  243. "int ringsamples;",
  244. "for (int i = 1; i <= rings; i++) {",
  245. "/*unboxstart*/",
  246. "ringsamples = i * samples;",
  247. "for (int j = 0 ; j < maxringsamples ; j++) {",
  248. "if (j >= ringsamples) break;",
  249. "s += gather(float(i), float(j), ringsamples, col, w, h, blur);",
  250. "}",
  251. "/*unboxend*/",
  252. "}",
  253. "col /= s; //divide by sample count",
  254. "}",
  255. "if (showFocus) {",
  256. "col = debugFocus(col, blur, depth);",
  257. "}",
  258. "if (vignetting) {",
  259. "col *= vignette();",
  260. "}",
  261. "gl_FragColor.rgb = col;",
  262. "gl_FragColor.a = 1.0;",
  263. "} "
  264. ].join("\n")
  265. };