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- /**
- * Depth-of-field shader using mipmaps
- * - from Matt Handley @applmak
- * - requires power-of-2 sized render target with enabled mipmaps
- */
- var DOFMipMapShader = {
- uniforms: {
- 'tColor': { value: null },
- 'tDepth': { value: null },
- 'focus': { value: 1.0 },
- 'maxblur': { value: 1.0 }
- },
- vertexShader: [
- 'varying vec2 vUv;',
- 'void main() {',
- ' vUv = uv;',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- 'uniform float focus;',
- 'uniform float maxblur;',
- 'uniform sampler2D tColor;',
- 'uniform sampler2D tDepth;',
- 'varying vec2 vUv;',
- 'void main() {',
- ' vec4 depth = texture2D( tDepth, vUv );',
- ' float factor = depth.x - focus;',
- ' vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );',
- ' gl_FragColor = col;',
- ' gl_FragColor.a = 1.0;',
- '}'
- ].join( '\n' )
- };
- export { DOFMipMapShader };
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