2
0

BokehShader.js 5.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144
  1. /**
  2. * Depth-of-field shader with bokeh
  3. * ported from GLSL shader by Martins Upitis
  4. * http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
  5. */
  6. THREE.BokehShader = {
  7. defines: {
  8. 'DEPTH_PACKING': 1,
  9. 'PERSPECTIVE_CAMERA': 1,
  10. },
  11. uniforms: {
  12. 'tColor': { value: null },
  13. 'tDepth': { value: null },
  14. 'focus': { value: 1.0 },
  15. 'aspect': { value: 1.0 },
  16. 'aperture': { value: 0.025 },
  17. 'maxblur': { value: 0.01 },
  18. 'nearClip': { value: 1.0 },
  19. 'farClip': { value: 1000.0 },
  20. },
  21. vertexShader: [
  22. 'varying vec2 vUv;',
  23. 'void main() {',
  24. ' vUv = uv;',
  25. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  26. '}'
  27. ].join( '\n' ),
  28. fragmentShader: [
  29. '#include <common>',
  30. 'varying vec2 vUv;',
  31. 'uniform sampler2D tColor;',
  32. 'uniform sampler2D tDepth;',
  33. 'uniform float maxblur;', // max blur amount
  34. 'uniform float aperture;', // aperture - bigger values for shallower depth of field
  35. 'uniform float nearClip;',
  36. 'uniform float farClip;',
  37. 'uniform float focus;',
  38. 'uniform float aspect;',
  39. '#include <packing>',
  40. 'float getDepth( const in vec2 screenPosition ) {',
  41. ' #if DEPTH_PACKING == 1',
  42. ' return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );',
  43. ' #else',
  44. ' return texture2D( tDepth, screenPosition ).x;',
  45. ' #endif',
  46. '}',
  47. 'float getViewZ( const in float depth ) {',
  48. ' #if PERSPECTIVE_CAMERA == 1',
  49. ' return perspectiveDepthToViewZ( depth, nearClip, farClip );',
  50. ' #else',
  51. ' return orthographicDepthToViewZ( depth, nearClip, farClip );',
  52. ' #endif',
  53. '}',
  54. 'void main() {',
  55. ' vec2 aspectcorrect = vec2( 1.0, aspect );',
  56. ' float viewZ = getViewZ( getDepth( vUv ) );',
  57. ' float factor = ( focus + viewZ );', // viewZ is <= 0, so this is a difference equation
  58. ' vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );',
  59. ' vec2 dofblur9 = dofblur * 0.9;',
  60. ' vec2 dofblur7 = dofblur * 0.7;',
  61. ' vec2 dofblur4 = dofblur * 0.4;',
  62. ' vec4 col = vec4( 0.0 );',
  63. ' col += texture2D( tColor, vUv.xy );',
  64. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );',
  65. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );',
  66. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );',
  67. ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );',
  68. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );',
  69. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );',
  70. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );',
  71. ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );',
  72. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );',
  73. ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );',
  74. ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );',
  75. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );',
  76. ' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );',
  77. ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );',
  78. ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );',
  79. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );',
  80. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );',
  81. ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );',
  82. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );',
  83. ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );',
  84. ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );',
  85. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );',
  86. ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );',
  87. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );',
  88. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );',
  89. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );',
  90. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );',
  91. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );',
  92. ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );',
  93. ' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );',
  94. ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );',
  95. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );',
  96. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );',
  97. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );',
  98. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );',
  99. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );',
  100. ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );',
  101. ' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );',
  102. ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );',
  103. ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );',
  104. ' gl_FragColor = col / 41.0;',
  105. ' gl_FragColor.a = 1.0;',
  106. '}'
  107. ].join( '\n' )
  108. };