BokehShader2.js 10 KB

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  1. import {
  2. Vector2
  3. } from '../../../build/three.module.js';
  4. /**
  5. * Depth-of-field shader with bokeh
  6. * ported from GLSL shader by Martins Upitis
  7. * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
  8. *
  9. * Requires #define RINGS and SAMPLES integers
  10. */
  11. var BokehShader = {
  12. uniforms: {
  13. 'textureWidth': { value: 1.0 },
  14. 'textureHeight': { value: 1.0 },
  15. 'focalDepth': { value: 1.0 },
  16. 'focalLength': { value: 24.0 },
  17. 'fstop': { value: 0.9 },
  18. 'tColor': { value: null },
  19. 'tDepth': { value: null },
  20. 'maxblur': { value: 1.0 },
  21. 'showFocus': { value: 0 },
  22. 'manualdof': { value: 0 },
  23. 'vignetting': { value: 0 },
  24. 'depthblur': { value: 0 },
  25. 'threshold': { value: 0.5 },
  26. 'gain': { value: 2.0 },
  27. 'bias': { value: 0.5 },
  28. 'fringe': { value: 0.7 },
  29. 'znear': { value: 0.1 },
  30. 'zfar': { value: 100 },
  31. 'noise': { value: 1 },
  32. 'dithering': { value: 0.0001 },
  33. 'pentagon': { value: 0 },
  34. 'shaderFocus': { value: 1 },
  35. 'focusCoords': { value: new Vector2() }
  36. },
  37. vertexShader: [
  38. 'varying vec2 vUv;',
  39. 'void main() {',
  40. ' vUv = uv;',
  41. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  42. '}'
  43. ].join( '\n' ),
  44. fragmentShader: [
  45. '#include <common>',
  46. 'varying vec2 vUv;',
  47. 'uniform sampler2D tColor;',
  48. 'uniform sampler2D tDepth;',
  49. 'uniform float textureWidth;',
  50. 'uniform float textureHeight;',
  51. 'uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below',
  52. 'uniform float focalLength; //focal length in mm',
  53. 'uniform float fstop; //f-stop value',
  54. 'uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)',
  55. '/*',
  56. 'make sure that these two values are the same for your camera, otherwise distances will be wrong.',
  57. '*/',
  58. 'uniform float znear; // camera clipping start',
  59. 'uniform float zfar; // camera clipping end',
  60. '//------------------------------------------',
  61. '//user variables',
  62. 'const int samples = SAMPLES; //samples on the first ring',
  63. 'const int rings = RINGS; //ring count',
  64. 'const int maxringsamples = rings * samples;',
  65. 'uniform bool manualdof; // manual dof calculation',
  66. 'float ndofstart = 1.0; // near dof blur start',
  67. 'float ndofdist = 2.0; // near dof blur falloff distance',
  68. 'float fdofstart = 1.0; // far dof blur start',
  69. 'float fdofdist = 3.0; // far dof blur falloff distance',
  70. 'float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)',
  71. 'uniform bool vignetting; // use optical lens vignetting',
  72. 'float vignout = 1.3; // vignetting outer border',
  73. 'float vignin = 0.0; // vignetting inner border',
  74. 'float vignfade = 22.0; // f-stops till vignete fades',
  75. 'uniform bool shaderFocus;',
  76. '// disable if you use external focalDepth value',
  77. 'uniform vec2 focusCoords;',
  78. '// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)',
  79. '// if center of screen use vec2(0.5, 0.5);',
  80. 'uniform float maxblur;',
  81. '//clamp value of max blur (0.0 = no blur, 1.0 default)',
  82. 'uniform float threshold; // highlight threshold;',
  83. 'uniform float gain; // highlight gain;',
  84. 'uniform float bias; // bokeh edge bias',
  85. 'uniform float fringe; // bokeh chromatic aberration / fringing',
  86. 'uniform bool noise; //use noise instead of pattern for sample dithering',
  87. 'uniform float dithering;',
  88. 'uniform bool depthblur; // blur the depth buffer',
  89. 'float dbsize = 1.25; // depth blur size',
  90. '/*',
  91. 'next part is experimental',
  92. 'not looking good with small sample and ring count',
  93. 'looks okay starting from samples = 4, rings = 4',
  94. '*/',
  95. 'uniform bool pentagon; //use pentagon as bokeh shape?',
  96. 'float feather = 0.4; //pentagon shape feather',
  97. '//------------------------------------------',
  98. 'float penta(vec2 coords) {',
  99. ' //pentagonal shape',
  100. ' float scale = float(rings) - 1.3;',
  101. ' vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);',
  102. ' vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);',
  103. ' vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);',
  104. ' vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);',
  105. ' vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);',
  106. ' vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);',
  107. ' vec4 one = vec4( 1.0 );',
  108. ' vec4 P = vec4((coords),vec2(scale, scale));',
  109. ' vec4 dist = vec4(0.0);',
  110. ' float inorout = -4.0;',
  111. ' dist.x = dot( P, HS0 );',
  112. ' dist.y = dot( P, HS1 );',
  113. ' dist.z = dot( P, HS2 );',
  114. ' dist.w = dot( P, HS3 );',
  115. ' dist = smoothstep( -feather, feather, dist );',
  116. ' inorout += dot( dist, one );',
  117. ' dist.x = dot( P, HS4 );',
  118. ' dist.y = HS5.w - abs( P.z );',
  119. ' dist = smoothstep( -feather, feather, dist );',
  120. ' inorout += dist.x;',
  121. ' return clamp( inorout, 0.0, 1.0 );',
  122. '}',
  123. 'float bdepth(vec2 coords) {',
  124. ' // Depth buffer blur',
  125. ' float d = 0.0;',
  126. ' float kernel[9];',
  127. ' vec2 offset[9];',
  128. ' vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;',
  129. ' offset[0] = vec2(-wh.x,-wh.y);',
  130. ' offset[1] = vec2( 0.0, -wh.y);',
  131. ' offset[2] = vec2( wh.x -wh.y);',
  132. ' offset[3] = vec2(-wh.x, 0.0);',
  133. ' offset[4] = vec2( 0.0, 0.0);',
  134. ' offset[5] = vec2( wh.x, 0.0);',
  135. ' offset[6] = vec2(-wh.x, wh.y);',
  136. ' offset[7] = vec2( 0.0, wh.y);',
  137. ' offset[8] = vec2( wh.x, wh.y);',
  138. ' kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;',
  139. ' kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;',
  140. ' kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;',
  141. ' for( int i=0; i<9; i++ ) {',
  142. ' float tmp = texture2D(tDepth, coords + offset[i]).r;',
  143. ' d += tmp * kernel[i];',
  144. ' }',
  145. ' return d;',
  146. '}',
  147. 'vec3 color(vec2 coords,float blur) {',
  148. ' //processing the sample',
  149. ' vec3 col = vec3(0.0);',
  150. ' vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);',
  151. ' col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;',
  152. ' col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;',
  153. ' col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;',
  154. ' vec3 lumcoeff = vec3(0.299,0.587,0.114);',
  155. ' float lum = dot(col.rgb, lumcoeff);',
  156. ' float thresh = max((lum-threshold)*gain, 0.0);',
  157. ' return col+mix(vec3(0.0),col,thresh*blur);',
  158. '}',
  159. 'vec3 debugFocus(vec3 col, float blur, float depth) {',
  160. ' float edge = 0.002*depth; //distance based edge smoothing',
  161. ' float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);',
  162. ' float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);',
  163. ' col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);',
  164. ' col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);',
  165. ' return col;',
  166. '}',
  167. 'float linearize(float depth) {',
  168. ' return -zfar * znear / (depth * (zfar - znear) - zfar);',
  169. '}',
  170. 'float vignette() {',
  171. ' float dist = distance(vUv.xy, vec2(0.5,0.5));',
  172. ' dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);',
  173. ' return clamp(dist,0.0,1.0);',
  174. '}',
  175. 'float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {',
  176. ' float rings2 = float(rings);',
  177. ' float step = PI*2.0 / float(ringsamples);',
  178. ' float pw = cos(j*step)*i;',
  179. ' float ph = sin(j*step)*i;',
  180. ' float p = 1.0;',
  181. ' if (pentagon) {',
  182. ' p = penta(vec2(pw,ph));',
  183. ' }',
  184. ' col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;',
  185. ' return 1.0 * mix(1.0, i /rings2, bias) * p;',
  186. '}',
  187. 'void main() {',
  188. ' //scene depth calculation',
  189. ' float depth = linearize(texture2D(tDepth,vUv.xy).x);',
  190. ' // Blur depth?',
  191. ' if ( depthblur ) {',
  192. ' depth = linearize(bdepth(vUv.xy));',
  193. ' }',
  194. ' //focal plane calculation',
  195. ' float fDepth = focalDepth;',
  196. ' if (shaderFocus) {',
  197. ' fDepth = linearize(texture2D(tDepth,focusCoords).x);',
  198. ' }',
  199. ' // dof blur factor calculation',
  200. ' float blur = 0.0;',
  201. ' if (manualdof) {',
  202. ' float a = depth-fDepth; // Focal plane',
  203. ' float b = (a-fdofstart)/fdofdist; // Far DoF',
  204. ' float c = (-a-ndofstart)/ndofdist; // Near Dof',
  205. ' blur = (a>0.0) ? b : c;',
  206. ' } else {',
  207. ' float f = focalLength; // focal length in mm',
  208. ' float d = fDepth*1000.0; // focal plane in mm',
  209. ' float o = depth*1000.0; // depth in mm',
  210. ' float a = (o*f)/(o-f);',
  211. ' float b = (d*f)/(d-f);',
  212. ' float c = (d-f)/(d*fstop*CoC);',
  213. ' blur = abs(a-b)*c;',
  214. ' }',
  215. ' blur = clamp(blur,0.0,1.0);',
  216. ' // calculation of pattern for dithering',
  217. ' vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;',
  218. ' // getting blur x and y step factor',
  219. ' float w = (1.0/textureWidth)*blur*maxblur+noise.x;',
  220. ' float h = (1.0/textureHeight)*blur*maxblur+noise.y;',
  221. ' // calculation of final color',
  222. ' vec3 col = vec3(0.0);',
  223. ' if(blur < 0.05) {',
  224. ' //some optimization thingy',
  225. ' col = texture2D(tColor, vUv.xy).rgb;',
  226. ' } else {',
  227. ' col = texture2D(tColor, vUv.xy).rgb;',
  228. ' float s = 1.0;',
  229. ' int ringsamples;',
  230. ' for (int i = 1; i <= rings; i++) {',
  231. ' /*unboxstart*/',
  232. ' ringsamples = i * samples;',
  233. ' for (int j = 0 ; j < maxringsamples ; j++) {',
  234. ' if (j >= ringsamples) break;',
  235. ' s += gather(float(i), float(j), ringsamples, col, w, h, blur);',
  236. ' }',
  237. ' /*unboxend*/',
  238. ' }',
  239. ' col /= s; //divide by sample count',
  240. ' }',
  241. ' if (showFocus) {',
  242. ' col = debugFocus(col, blur, depth);',
  243. ' }',
  244. ' if (vignetting) {',
  245. ' col *= vignette();',
  246. ' }',
  247. ' gl_FragColor.rgb = col;',
  248. ' gl_FragColor.a = 1.0;',
  249. '} '
  250. ].join( '\n' )
  251. };
  252. var BokehDepthShader = {
  253. uniforms: {
  254. 'mNear': { value: 1.0 },
  255. 'mFar': { value: 1000.0 },
  256. },
  257. vertexShader: [
  258. 'varying float vViewZDepth;',
  259. 'void main() {',
  260. ' #include <begin_vertex>',
  261. ' #include <project_vertex>',
  262. ' vViewZDepth = - mvPosition.z;',
  263. '}'
  264. ].join( '\n' ),
  265. fragmentShader: [
  266. 'uniform float mNear;',
  267. 'uniform float mFar;',
  268. 'varying float vViewZDepth;',
  269. 'void main() {',
  270. ' float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );',
  271. ' gl_FragColor = vec4( vec3( color ), 1.0 );',
  272. '} '
  273. ].join( '\n' )
  274. };
  275. export { BokehShader, BokehDepthShader };