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- /**
- * TODO
- */
- THREE.DepthLimitedBlurShader = {
- defines: {
- 'KERNEL_RADIUS': 4,
- 'DEPTH_PACKING': 1,
- 'PERSPECTIVE_CAMERA': 1
- },
- uniforms: {
- 'tDiffuse': { value: null },
- 'size': { value: new THREE.Vector2( 512, 512 ) },
- 'sampleUvOffsets': { value: [ new THREE.Vector2( 0, 0 ) ] },
- 'sampleWeights': { value: [ 1.0 ] },
- 'tDepth': { value: null },
- 'cameraNear': { value: 10 },
- 'cameraFar': { value: 1000 },
- 'depthCutoff': { value: 10 },
- },
- vertexShader: [
- '#include <common>',
- 'uniform vec2 size;',
- 'varying vec2 vUv;',
- 'varying vec2 vInvSize;',
- 'void main() {',
- ' vUv = uv;',
- ' vInvSize = 1.0 / size;',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- '#include <common>',
- '#include <packing>',
- 'uniform sampler2D tDiffuse;',
- 'uniform sampler2D tDepth;',
- 'uniform float cameraNear;',
- 'uniform float cameraFar;',
- 'uniform float depthCutoff;',
- 'uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];',
- 'uniform float sampleWeights[ KERNEL_RADIUS + 1 ];',
- 'varying vec2 vUv;',
- 'varying vec2 vInvSize;',
- '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, cameraNear, cameraFar );',
- ' #else',
- ' return orthographicDepthToViewZ( depth, cameraNear, cameraFar );',
- ' #endif',
- '}',
- 'void main() {',
- ' float depth = getDepth( vUv );',
- ' if( depth >= ( 1.0 - EPSILON ) ) {',
- ' discard;',
- ' }',
- ' float centerViewZ = -getViewZ( depth );',
- ' bool rBreak = false, lBreak = false;',
- ' float weightSum = sampleWeights[0];',
- ' vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;',
- ' for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {',
- ' float sampleWeight = sampleWeights[i];',
- ' vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;',
- ' vec2 sampleUv = vUv + sampleUvOffset;',
- ' float viewZ = -getViewZ( getDepth( sampleUv ) );',
- ' if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;',
- ' if( ! rBreak ) {',
- ' diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;',
- ' weightSum += sampleWeight;',
- ' }',
- ' sampleUv = vUv - sampleUvOffset;',
- ' viewZ = -getViewZ( getDepth( sampleUv ) );',
- ' if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;',
- ' if( ! lBreak ) {',
- ' diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;',
- ' weightSum += sampleWeight;',
- ' }',
- ' }',
- ' gl_FragColor = diffuseSum / weightSum;',
- '}'
- ].join( '\n' )
- };
- THREE.BlurShaderUtils = {
- createSampleWeights: function ( kernelRadius, stdDev ) {
- var gaussian = function ( x, stdDev ) {
- return Math.exp( - ( x * x ) / ( 2.0 * ( stdDev * stdDev ) ) ) / ( Math.sqrt( 2.0 * Math.PI ) * stdDev );
- };
- var weights = [];
- for ( var i = 0; i <= kernelRadius; i ++ ) {
- weights.push( gaussian( i, stdDev ) );
- }
- return weights;
- },
- createSampleOffsets: function ( kernelRadius, uvIncrement ) {
- var offsets = [];
- for ( var i = 0; i <= kernelRadius; i ++ ) {
- offsets.push( uvIncrement.clone().multiplyScalar( i ) );
- }
- return offsets;
- },
- configure: function ( material, kernelRadius, stdDev, uvIncrement ) {
- material.defines[ 'KERNEL_RADIUS' ] = kernelRadius;
- material.uniforms[ 'sampleUvOffsets' ].value = THREE.BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement );
- material.uniforms[ 'sampleWeights' ].value = THREE.BlurShaderUtils.createSampleWeights( kernelRadius, stdDev );
- material.needsUpdate = true;
- }
- };
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