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- /**
- * Depth-of-field shader with bokeh
- * ported from GLSL shader by Martins Upitis
- * http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
- */
- THREE.BokehShader = {
- defines: {
- 'DEPTH_PACKING': 1,
- 'PERSPECTIVE_CAMERA': 1,
- },
- uniforms: {
- 'tColor': { value: null },
- 'tDepth': { value: null },
- 'focus': { value: 1.0 },
- 'aspect': { value: 1.0 },
- 'aperture': { value: 0.025 },
- 'maxblur': { value: 0.01 },
- 'nearClip': { value: 1.0 },
- 'farClip': { value: 1000.0 },
- },
- vertexShader: [
- 'varying vec2 vUv;',
- 'void main() {',
- ' vUv = uv;',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- '#include <common>',
- 'varying vec2 vUv;',
- 'uniform sampler2D tColor;',
- 'uniform sampler2D tDepth;',
- 'uniform float maxblur;', // max blur amount
- 'uniform float aperture;', // aperture - bigger values for shallower depth of field
- 'uniform float nearClip;',
- 'uniform float farClip;',
- 'uniform float focus;',
- 'uniform float aspect;',
- '#include <packing>',
- 'float getDepth( const in vec2 screenPosition ) {',
- ' #if DEPTH_PACKING == 1',
- ' return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );',
- ' #else',
- ' return texture2D( tDepth, screenPosition ).x;',
- ' #endif',
- '}',
- 'float getViewZ( const in float depth ) {',
- ' #if PERSPECTIVE_CAMERA == 1',
- ' return perspectiveDepthToViewZ( depth, nearClip, farClip );',
- ' #else',
- ' return orthographicDepthToViewZ( depth, nearClip, farClip );',
- ' #endif',
- '}',
- 'void main() {',
- ' vec2 aspectcorrect = vec2( 1.0, aspect );',
- ' float viewZ = getViewZ( getDepth( vUv ) );',
- ' float factor = ( focus + viewZ );', // viewZ is <= 0, so this is a difference equation
- ' vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );',
- ' vec2 dofblur9 = dofblur * 0.9;',
- ' vec2 dofblur7 = dofblur * 0.7;',
- ' vec2 dofblur4 = dofblur * 0.4;',
- ' vec4 col = vec4( 0.0 );',
- ' col += texture2D( tColor, vUv.xy );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );',
- ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );',
- ' gl_FragColor = col / 41.0;',
- ' gl_FragColor.a = 1.0;',
- '}'
- ].join( '\n' )
- };
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