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- /**
- * Depth-of-field shader with bokeh
- * ported from GLSL shader by Martins Upitis
- * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
- *
- * Requires #define RINGS and SAMPLES integers
- */
- THREE.BokehShader = {
- uniforms: {
- 'textureWidth': { value: 1.0 },
- 'textureHeight': { value: 1.0 },
- 'focalDepth': { value: 1.0 },
- 'focalLength': { value: 24.0 },
- 'fstop': { value: 0.9 },
- 'tColor': { value: null },
- 'tDepth': { value: null },
- 'maxblur': { value: 1.0 },
- 'showFocus': { value: 0 },
- 'manualdof': { value: 0 },
- 'vignetting': { value: 0 },
- 'depthblur': { value: 0 },
- 'threshold': { value: 0.5 },
- 'gain': { value: 2.0 },
- 'bias': { value: 0.5 },
- 'fringe': { value: 0.7 },
- 'znear': { value: 0.1 },
- 'zfar': { value: 100 },
- 'noise': { value: 1 },
- 'dithering': { value: 0.0001 },
- 'pentagon': { value: 0 },
- 'shaderFocus': { value: 1 },
- 'focusCoords': { value: new THREE.Vector2() }
- },
- 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 textureWidth;',
- 'uniform float textureHeight;',
- 'uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below',
- 'uniform float focalLength; //focal length in mm',
- 'uniform float fstop; //f-stop value',
- 'uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)',
- '/*',
- 'make sure that these two values are the same for your camera, otherwise distances will be wrong.',
- '*/',
- 'uniform float znear; // camera clipping start',
- 'uniform float zfar; // camera clipping end',
- '//------------------------------------------',
- '//user variables',
- 'const int samples = SAMPLES; //samples on the first ring',
- 'const int rings = RINGS; //ring count',
- 'const int maxringsamples = rings * samples;',
- 'uniform bool manualdof; // manual dof calculation',
- 'float ndofstart = 1.0; // near dof blur start',
- 'float ndofdist = 2.0; // near dof blur falloff distance',
- 'float fdofstart = 1.0; // far dof blur start',
- 'float fdofdist = 3.0; // far dof blur falloff distance',
- 'float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)',
- 'uniform bool vignetting; // use optical lens vignetting',
- 'float vignout = 1.3; // vignetting outer border',
- 'float vignin = 0.0; // vignetting inner border',
- 'float vignfade = 22.0; // f-stops till vignete fades',
- 'uniform bool shaderFocus;',
- '// disable if you use external focalDepth value',
- 'uniform vec2 focusCoords;',
- '// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)',
- '// if center of screen use vec2(0.5, 0.5);',
- 'uniform float maxblur;',
- '//clamp value of max blur (0.0 = no blur, 1.0 default)',
- 'uniform float threshold; // highlight threshold;',
- 'uniform float gain; // highlight gain;',
- 'uniform float bias; // bokeh edge bias',
- 'uniform float fringe; // bokeh chromatic aberration / fringing',
- 'uniform bool noise; //use noise instead of pattern for sample dithering',
- 'uniform float dithering;',
- 'uniform bool depthblur; // blur the depth buffer',
- 'float dbsize = 1.25; // depth blur size',
- '/*',
- 'next part is experimental',
- 'not looking good with small sample and ring count',
- 'looks okay starting from samples = 4, rings = 4',
- '*/',
- 'uniform bool pentagon; //use pentagon as bokeh shape?',
- 'float feather = 0.4; //pentagon shape feather',
- '//------------------------------------------',
- 'float penta(vec2 coords) {',
- ' //pentagonal shape',
- ' float scale = float(rings) - 1.3;',
- ' vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);',
- ' vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);',
- ' vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);',
- ' vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);',
- ' vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);',
- ' vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);',
- ' vec4 one = vec4( 1.0 );',
- ' vec4 P = vec4((coords),vec2(scale, scale));',
- ' vec4 dist = vec4(0.0);',
- ' float inorout = -4.0;',
- ' dist.x = dot( P, HS0 );',
- ' dist.y = dot( P, HS1 );',
- ' dist.z = dot( P, HS2 );',
- ' dist.w = dot( P, HS3 );',
- ' dist = smoothstep( -feather, feather, dist );',
- ' inorout += dot( dist, one );',
- ' dist.x = dot( P, HS4 );',
- ' dist.y = HS5.w - abs( P.z );',
- ' dist = smoothstep( -feather, feather, dist );',
- ' inorout += dist.x;',
- ' return clamp( inorout, 0.0, 1.0 );',
- '}',
- 'float bdepth(vec2 coords) {',
- ' // Depth buffer blur',
- ' float d = 0.0;',
- ' float kernel[9];',
- ' vec2 offset[9];',
- ' vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;',
- ' offset[0] = vec2(-wh.x,-wh.y);',
- ' offset[1] = vec2( 0.0, -wh.y);',
- ' offset[2] = vec2( wh.x -wh.y);',
- ' offset[3] = vec2(-wh.x, 0.0);',
- ' offset[4] = vec2( 0.0, 0.0);',
- ' offset[5] = vec2( wh.x, 0.0);',
- ' offset[6] = vec2(-wh.x, wh.y);',
- ' offset[7] = vec2( 0.0, wh.y);',
- ' offset[8] = vec2( wh.x, wh.y);',
- ' kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;',
- ' kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;',
- ' kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;',
- ' for( int i=0; i<9; i++ ) {',
- ' float tmp = texture2D(tDepth, coords + offset[i]).r;',
- ' d += tmp * kernel[i];',
- ' }',
- ' return d;',
- '}',
- 'vec3 color(vec2 coords,float blur) {',
- ' //processing the sample',
- ' vec3 col = vec3(0.0);',
- ' vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);',
- ' col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;',
- ' col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;',
- ' col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;',
- ' vec3 lumcoeff = vec3(0.299,0.587,0.114);',
- ' float lum = dot(col.rgb, lumcoeff);',
- ' float thresh = max((lum-threshold)*gain, 0.0);',
- ' return col+mix(vec3(0.0),col,thresh*blur);',
- '}',
- 'vec3 debugFocus(vec3 col, float blur, float depth) {',
- ' float edge = 0.002*depth; //distance based edge smoothing',
- ' float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);',
- ' float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);',
- ' col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);',
- ' col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);',
- ' return col;',
- '}',
- 'float linearize(float depth) {',
- ' return -zfar * znear / (depth * (zfar - znear) - zfar);',
- '}',
- 'float vignette() {',
- ' float dist = distance(vUv.xy, vec2(0.5,0.5));',
- ' dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);',
- ' return clamp(dist,0.0,1.0);',
- '}',
- 'float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {',
- ' float rings2 = float(rings);',
- ' float step = PI*2.0 / float(ringsamples);',
- ' float pw = cos(j*step)*i;',
- ' float ph = sin(j*step)*i;',
- ' float p = 1.0;',
- ' if (pentagon) {',
- ' p = penta(vec2(pw,ph));',
- ' }',
- ' col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;',
- ' return 1.0 * mix(1.0, i /rings2, bias) * p;',
- '}',
- 'void main() {',
- ' //scene depth calculation',
- ' float depth = linearize(texture2D(tDepth,vUv.xy).x);',
- ' // Blur depth?',
- ' if ( depthblur ) {',
- ' depth = linearize(bdepth(vUv.xy));',
- ' }',
- ' //focal plane calculation',
- ' float fDepth = focalDepth;',
- ' if (shaderFocus) {',
- ' fDepth = linearize(texture2D(tDepth,focusCoords).x);',
- ' }',
- ' // dof blur factor calculation',
- ' float blur = 0.0;',
- ' if (manualdof) {',
- ' float a = depth-fDepth; // Focal plane',
- ' float b = (a-fdofstart)/fdofdist; // Far DoF',
- ' float c = (-a-ndofstart)/ndofdist; // Near Dof',
- ' blur = (a>0.0) ? b : c;',
- ' } else {',
- ' float f = focalLength; // focal length in mm',
- ' float d = fDepth*1000.0; // focal plane in mm',
- ' float o = depth*1000.0; // depth in mm',
- ' float a = (o*f)/(o-f);',
- ' float b = (d*f)/(d-f);',
- ' float c = (d-f)/(d*fstop*CoC);',
- ' blur = abs(a-b)*c;',
- ' }',
- ' blur = clamp(blur,0.0,1.0);',
- ' // calculation of pattern for dithering',
- ' vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;',
- ' // getting blur x and y step factor',
- ' float w = (1.0/textureWidth)*blur*maxblur+noise.x;',
- ' float h = (1.0/textureHeight)*blur*maxblur+noise.y;',
- ' // calculation of final color',
- ' vec3 col = vec3(0.0);',
- ' if(blur < 0.05) {',
- ' //some optimization thingy',
- ' col = texture2D(tColor, vUv.xy).rgb;',
- ' } else {',
- ' col = texture2D(tColor, vUv.xy).rgb;',
- ' float s = 1.0;',
- ' int ringsamples;',
- ' for (int i = 1; i <= rings; i++) {',
- ' /*unboxstart*/',
- ' ringsamples = i * samples;',
- ' for (int j = 0 ; j < maxringsamples ; j++) {',
- ' if (j >= ringsamples) break;',
- ' s += gather(float(i), float(j), ringsamples, col, w, h, blur);',
- ' }',
- ' /*unboxend*/',
- ' }',
- ' col /= s; //divide by sample count',
- ' }',
- ' if (showFocus) {',
- ' col = debugFocus(col, blur, depth);',
- ' }',
- ' if (vignetting) {',
- ' col *= vignette();',
- ' }',
- ' gl_FragColor.rgb = col;',
- ' gl_FragColor.a = 1.0;',
- '} '
- ].join( '\n' )
- };
- THREE.BokehDepthShader = {
- uniforms: {
- 'mNear': { value: 1.0 },
- 'mFar': { value: 1000.0 },
- },
- vertexShader: [
- 'varying float vViewZDepth;',
- 'void main() {',
- ' #include <begin_vertex>',
- ' #include <project_vertex>',
- ' vViewZDepth = - mvPosition.z;',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- 'uniform float mNear;',
- 'uniform float mFar;',
- 'varying float vViewZDepth;',
- 'void main() {',
- ' float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );',
- ' gl_FragColor = vec4( vec3( color ), 1.0 );',
- '} '
- ].join( '\n' )
- };
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