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BokehShader2.js 9.9 KB

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  1. /**
  2. * Depth-of-field shader with bokeh
  3. * ported from GLSL shader by Martins Upitis
  4. * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
  5. *
  6. * Requires #define RINGS and SAMPLES integers
  7. */
  8. THREE.BokehShader = {
  9. uniforms: {
  10. 'textureWidth': { value: 1.0 },
  11. 'textureHeight': { value: 1.0 },
  12. 'focalDepth': { value: 1.0 },
  13. 'focalLength': { value: 24.0 },
  14. 'fstop': { value: 0.9 },
  15. 'tColor': { value: null },
  16. 'tDepth': { value: null },
  17. 'maxblur': { value: 1.0 },
  18. 'showFocus': { value: 0 },
  19. 'manualdof': { value: 0 },
  20. 'vignetting': { value: 0 },
  21. 'depthblur': { value: 0 },
  22. 'threshold': { value: 0.5 },
  23. 'gain': { value: 2.0 },
  24. 'bias': { value: 0.5 },
  25. 'fringe': { value: 0.7 },
  26. 'znear': { value: 0.1 },
  27. 'zfar': { value: 100 },
  28. 'noise': { value: 1 },
  29. 'dithering': { value: 0.0001 },
  30. 'pentagon': { value: 0 },
  31. 'shaderFocus': { value: 1 },
  32. 'focusCoords': { value: new THREE.Vector2() }
  33. },
  34. vertexShader: [
  35. 'varying vec2 vUv;',
  36. 'void main() {',
  37. ' vUv = uv;',
  38. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  39. '}'
  40. ].join( '\n' ),
  41. fragmentShader: [
  42. '#include <common>',
  43. 'varying vec2 vUv;',
  44. 'uniform sampler2D tColor;',
  45. 'uniform sampler2D tDepth;',
  46. 'uniform float textureWidth;',
  47. 'uniform float textureHeight;',
  48. 'uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below',
  49. 'uniform float focalLength; //focal length in mm',
  50. 'uniform float fstop; //f-stop value',
  51. 'uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)',
  52. '/*',
  53. 'make sure that these two values are the same for your camera, otherwise distances will be wrong.',
  54. '*/',
  55. 'uniform float znear; // camera clipping start',
  56. 'uniform float zfar; // camera clipping end',
  57. '//------------------------------------------',
  58. '//user variables',
  59. 'const int samples = SAMPLES; //samples on the first ring',
  60. 'const int rings = RINGS; //ring count',
  61. 'const int maxringsamples = rings * samples;',
  62. 'uniform bool manualdof; // manual dof calculation',
  63. 'float ndofstart = 1.0; // near dof blur start',
  64. 'float ndofdist = 2.0; // near dof blur falloff distance',
  65. 'float fdofstart = 1.0; // far dof blur start',
  66. 'float fdofdist = 3.0; // far dof blur falloff distance',
  67. 'float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)',
  68. 'uniform bool vignetting; // use optical lens vignetting',
  69. 'float vignout = 1.3; // vignetting outer border',
  70. 'float vignin = 0.0; // vignetting inner border',
  71. 'float vignfade = 22.0; // f-stops till vignete fades',
  72. 'uniform bool shaderFocus;',
  73. '// disable if you use external focalDepth value',
  74. 'uniform vec2 focusCoords;',
  75. '// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)',
  76. '// if center of screen use vec2(0.5, 0.5);',
  77. 'uniform float maxblur;',
  78. '//clamp value of max blur (0.0 = no blur, 1.0 default)',
  79. 'uniform float threshold; // highlight threshold;',
  80. 'uniform float gain; // highlight gain;',
  81. 'uniform float bias; // bokeh edge bias',
  82. 'uniform float fringe; // bokeh chromatic aberration / fringing',
  83. 'uniform bool noise; //use noise instead of pattern for sample dithering',
  84. 'uniform float dithering;',
  85. 'uniform bool depthblur; // blur the depth buffer',
  86. 'float dbsize = 1.25; // depth blur size',
  87. '/*',
  88. 'next part is experimental',
  89. 'not looking good with small sample and ring count',
  90. 'looks okay starting from samples = 4, rings = 4',
  91. '*/',
  92. 'uniform bool pentagon; //use pentagon as bokeh shape?',
  93. 'float feather = 0.4; //pentagon shape feather',
  94. '//------------------------------------------',
  95. 'float penta(vec2 coords) {',
  96. ' //pentagonal shape',
  97. ' float scale = float(rings) - 1.3;',
  98. ' vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);',
  99. ' vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);',
  100. ' vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);',
  101. ' vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);',
  102. ' vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);',
  103. ' vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);',
  104. ' vec4 one = vec4( 1.0 );',
  105. ' vec4 P = vec4((coords),vec2(scale, scale));',
  106. ' vec4 dist = vec4(0.0);',
  107. ' float inorout = -4.0;',
  108. ' dist.x = dot( P, HS0 );',
  109. ' dist.y = dot( P, HS1 );',
  110. ' dist.z = dot( P, HS2 );',
  111. ' dist.w = dot( P, HS3 );',
  112. ' dist = smoothstep( -feather, feather, dist );',
  113. ' inorout += dot( dist, one );',
  114. ' dist.x = dot( P, HS4 );',
  115. ' dist.y = HS5.w - abs( P.z );',
  116. ' dist = smoothstep( -feather, feather, dist );',
  117. ' inorout += dist.x;',
  118. ' return clamp( inorout, 0.0, 1.0 );',
  119. '}',
  120. 'float bdepth(vec2 coords) {',
  121. ' // Depth buffer blur',
  122. ' float d = 0.0;',
  123. ' float kernel[9];',
  124. ' vec2 offset[9];',
  125. ' vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;',
  126. ' offset[0] = vec2(-wh.x,-wh.y);',
  127. ' offset[1] = vec2( 0.0, -wh.y);',
  128. ' offset[2] = vec2( wh.x -wh.y);',
  129. ' offset[3] = vec2(-wh.x, 0.0);',
  130. ' offset[4] = vec2( 0.0, 0.0);',
  131. ' offset[5] = vec2( wh.x, 0.0);',
  132. ' offset[6] = vec2(-wh.x, wh.y);',
  133. ' offset[7] = vec2( 0.0, wh.y);',
  134. ' offset[8] = vec2( wh.x, wh.y);',
  135. ' kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;',
  136. ' kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;',
  137. ' kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;',
  138. ' for( int i=0; i<9; i++ ) {',
  139. ' float tmp = texture2D(tDepth, coords + offset[i]).r;',
  140. ' d += tmp * kernel[i];',
  141. ' }',
  142. ' return d;',
  143. '}',
  144. 'vec3 color(vec2 coords,float blur) {',
  145. ' //processing the sample',
  146. ' vec3 col = vec3(0.0);',
  147. ' vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);',
  148. ' col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;',
  149. ' col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;',
  150. ' col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;',
  151. ' vec3 lumcoeff = vec3(0.299,0.587,0.114);',
  152. ' float lum = dot(col.rgb, lumcoeff);',
  153. ' float thresh = max((lum-threshold)*gain, 0.0);',
  154. ' return col+mix(vec3(0.0),col,thresh*blur);',
  155. '}',
  156. 'vec3 debugFocus(vec3 col, float blur, float depth) {',
  157. ' float edge = 0.002*depth; //distance based edge smoothing',
  158. ' float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);',
  159. ' float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);',
  160. ' col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);',
  161. ' col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);',
  162. ' return col;',
  163. '}',
  164. 'float linearize(float depth) {',
  165. ' return -zfar * znear / (depth * (zfar - znear) - zfar);',
  166. '}',
  167. 'float vignette() {',
  168. ' float dist = distance(vUv.xy, vec2(0.5,0.5));',
  169. ' dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);',
  170. ' return clamp(dist,0.0,1.0);',
  171. '}',
  172. 'float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {',
  173. ' float rings2 = float(rings);',
  174. ' float step = PI*2.0 / float(ringsamples);',
  175. ' float pw = cos(j*step)*i;',
  176. ' float ph = sin(j*step)*i;',
  177. ' float p = 1.0;',
  178. ' if (pentagon) {',
  179. ' p = penta(vec2(pw,ph));',
  180. ' }',
  181. ' col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;',
  182. ' return 1.0 * mix(1.0, i /rings2, bias) * p;',
  183. '}',
  184. 'void main() {',
  185. ' //scene depth calculation',
  186. ' float depth = linearize(texture2D(tDepth,vUv.xy).x);',
  187. ' // Blur depth?',
  188. ' if ( depthblur ) {',
  189. ' depth = linearize(bdepth(vUv.xy));',
  190. ' }',
  191. ' //focal plane calculation',
  192. ' float fDepth = focalDepth;',
  193. ' if (shaderFocus) {',
  194. ' fDepth = linearize(texture2D(tDepth,focusCoords).x);',
  195. ' }',
  196. ' // dof blur factor calculation',
  197. ' float blur = 0.0;',
  198. ' if (manualdof) {',
  199. ' float a = depth-fDepth; // Focal plane',
  200. ' float b = (a-fdofstart)/fdofdist; // Far DoF',
  201. ' float c = (-a-ndofstart)/ndofdist; // Near Dof',
  202. ' blur = (a>0.0) ? b : c;',
  203. ' } else {',
  204. ' float f = focalLength; // focal length in mm',
  205. ' float d = fDepth*1000.0; // focal plane in mm',
  206. ' float o = depth*1000.0; // depth in mm',
  207. ' float a = (o*f)/(o-f);',
  208. ' float b = (d*f)/(d-f);',
  209. ' float c = (d-f)/(d*fstop*CoC);',
  210. ' blur = abs(a-b)*c;',
  211. ' }',
  212. ' blur = clamp(blur,0.0,1.0);',
  213. ' // calculation of pattern for dithering',
  214. ' vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;',
  215. ' // getting blur x and y step factor',
  216. ' float w = (1.0/textureWidth)*blur*maxblur+noise.x;',
  217. ' float h = (1.0/textureHeight)*blur*maxblur+noise.y;',
  218. ' // calculation of final color',
  219. ' vec3 col = vec3(0.0);',
  220. ' if(blur < 0.05) {',
  221. ' //some optimization thingy',
  222. ' col = texture2D(tColor, vUv.xy).rgb;',
  223. ' } else {',
  224. ' col = texture2D(tColor, vUv.xy).rgb;',
  225. ' float s = 1.0;',
  226. ' int ringsamples;',
  227. ' for (int i = 1; i <= rings; i++) {',
  228. ' /*unboxstart*/',
  229. ' ringsamples = i * samples;',
  230. ' for (int j = 0 ; j < maxringsamples ; j++) {',
  231. ' if (j >= ringsamples) break;',
  232. ' s += gather(float(i), float(j), ringsamples, col, w, h, blur);',
  233. ' }',
  234. ' /*unboxend*/',
  235. ' }',
  236. ' col /= s; //divide by sample count',
  237. ' }',
  238. ' if (showFocus) {',
  239. ' col = debugFocus(col, blur, depth);',
  240. ' }',
  241. ' if (vignetting) {',
  242. ' col *= vignette();',
  243. ' }',
  244. ' gl_FragColor.rgb = col;',
  245. ' gl_FragColor.a = 1.0;',
  246. '} '
  247. ].join( '\n' )
  248. };
  249. THREE.BokehDepthShader = {
  250. uniforms: {
  251. 'mNear': { value: 1.0 },
  252. 'mFar': { value: 1000.0 },
  253. },
  254. vertexShader: [
  255. 'varying float vViewZDepth;',
  256. 'void main() {',
  257. ' #include <begin_vertex>',
  258. ' #include <project_vertex>',
  259. ' vViewZDepth = - mvPosition.z;',
  260. '}'
  261. ].join( '\n' ),
  262. fragmentShader: [
  263. 'uniform float mNear;',
  264. 'uniform float mFar;',
  265. 'varying float vViewZDepth;',
  266. 'void main() {',
  267. ' float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );',
  268. ' gl_FragColor = vec4( vec3( color ), 1.0 );',
  269. '} '
  270. ].join( '\n' )
  271. };