BokehShader2.js 10 KB

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  1. /**
  2. * @author zz85 / https://github.com/zz85 | twitter.com/blurspline
  3. *
  4. * Depth-of-field shader with bokeh
  5. * ported from GLSL shader by Martins Upitis
  6. * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
  7. *
  8. * Requires #define RINGS and SAMPLES integers
  9. */
  10. import {
  11. Vector2
  12. } from "../../../build/three.module.js";
  13. var BokehShader = {
  14. uniforms: {
  15. "textureWidth": { value: 1.0 },
  16. "textureHeight": { value: 1.0 },
  17. "focalDepth": { value: 1.0 },
  18. "focalLength": { value: 24.0 },
  19. "fstop": { value: 0.9 },
  20. "tColor": { value: null },
  21. "tDepth": { value: null },
  22. "maxblur": { value: 1.0 },
  23. "showFocus": { value: 0 },
  24. "manualdof": { value: 0 },
  25. "vignetting": { value: 0 },
  26. "depthblur": { value: 0 },
  27. "threshold": { value: 0.5 },
  28. "gain": { value: 2.0 },
  29. "bias": { value: 0.5 },
  30. "fringe": { value: 0.7 },
  31. "znear": { value: 0.1 },
  32. "zfar": { value: 100 },
  33. "noise": { value: 1 },
  34. "dithering": { value: 0.0001 },
  35. "pentagon": { value: 0 },
  36. "shaderFocus": { value: 1 },
  37. "focusCoords": { value: new Vector2() }
  38. },
  39. vertexShader: [
  40. "varying vec2 vUv;",
  41. "void main() {",
  42. "vUv = uv;",
  43. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  44. "}"
  45. ].join( "\n" ),
  46. fragmentShader: [
  47. "#include <common>",
  48. "varying vec2 vUv;",
  49. "uniform sampler2D tColor;",
  50. "uniform sampler2D tDepth;",
  51. "uniform float textureWidth;",
  52. "uniform float textureHeight;",
  53. "uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below",
  54. "uniform float focalLength; //focal length in mm",
  55. "uniform float fstop; //f-stop value",
  56. "uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)",
  57. "/*",
  58. "make sure that these two values are the same for your camera, otherwise distances will be wrong.",
  59. "*/",
  60. "uniform float znear; // camera clipping start",
  61. "uniform float zfar; // camera clipping end",
  62. "//------------------------------------------",
  63. "//user variables",
  64. "const int samples = SAMPLES; //samples on the first ring",
  65. "const int rings = RINGS; //ring count",
  66. "const int maxringsamples = rings * samples;",
  67. "uniform bool manualdof; // manual dof calculation",
  68. "float ndofstart = 1.0; // near dof blur start",
  69. "float ndofdist = 2.0; // near dof blur falloff distance",
  70. "float fdofstart = 1.0; // far dof blur start",
  71. "float fdofdist = 3.0; // far dof blur falloff distance",
  72. "float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)",
  73. "uniform bool vignetting; // use optical lens vignetting",
  74. "float vignout = 1.3; // vignetting outer border",
  75. "float vignin = 0.0; // vignetting inner border",
  76. "float vignfade = 22.0; // f-stops till vignete fades",
  77. "uniform bool shaderFocus;",
  78. "// disable if you use external focalDepth value",
  79. "uniform vec2 focusCoords;",
  80. "// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)",
  81. "// if center of screen use vec2(0.5, 0.5);",
  82. "uniform float maxblur;",
  83. "//clamp value of max blur (0.0 = no blur, 1.0 default)",
  84. "uniform float threshold; // highlight threshold;",
  85. "uniform float gain; // highlight gain;",
  86. "uniform float bias; // bokeh edge bias",
  87. "uniform float fringe; // bokeh chromatic aberration / fringing",
  88. "uniform bool noise; //use noise instead of pattern for sample dithering",
  89. "uniform float dithering;",
  90. "uniform bool depthblur; // blur the depth buffer",
  91. "float dbsize = 1.25; // depth blur size",
  92. "/*",
  93. "next part is experimental",
  94. "not looking good with small sample and ring count",
  95. "looks okay starting from samples = 4, rings = 4",
  96. "*/",
  97. "uniform bool pentagon; //use pentagon as bokeh shape?",
  98. "float feather = 0.4; //pentagon shape feather",
  99. "//------------------------------------------",
  100. "float penta(vec2 coords) {",
  101. "//pentagonal shape",
  102. "float scale = float(rings) - 1.3;",
  103. "vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);",
  104. "vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);",
  105. "vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);",
  106. "vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);",
  107. "vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);",
  108. "vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);",
  109. "vec4 one = vec4( 1.0 );",
  110. "vec4 P = vec4((coords),vec2(scale, scale));",
  111. "vec4 dist = vec4(0.0);",
  112. "float inorout = -4.0;",
  113. "dist.x = dot( P, HS0 );",
  114. "dist.y = dot( P, HS1 );",
  115. "dist.z = dot( P, HS2 );",
  116. "dist.w = dot( P, HS3 );",
  117. "dist = smoothstep( -feather, feather, dist );",
  118. "inorout += dot( dist, one );",
  119. "dist.x = dot( P, HS4 );",
  120. "dist.y = HS5.w - abs( P.z );",
  121. "dist = smoothstep( -feather, feather, dist );",
  122. "inorout += dist.x;",
  123. "return clamp( inorout, 0.0, 1.0 );",
  124. "}",
  125. "float bdepth(vec2 coords) {",
  126. "// Depth buffer blur",
  127. "float d = 0.0;",
  128. "float kernel[9];",
  129. "vec2 offset[9];",
  130. "vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;",
  131. "offset[0] = vec2(-wh.x,-wh.y);",
  132. "offset[1] = vec2( 0.0, -wh.y);",
  133. "offset[2] = vec2( wh.x -wh.y);",
  134. "offset[3] = vec2(-wh.x, 0.0);",
  135. "offset[4] = vec2( 0.0, 0.0);",
  136. "offset[5] = vec2( wh.x, 0.0);",
  137. "offset[6] = vec2(-wh.x, wh.y);",
  138. "offset[7] = vec2( 0.0, wh.y);",
  139. "offset[8] = vec2( wh.x, wh.y);",
  140. "kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;",
  141. "kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;",
  142. "kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;",
  143. "for( int i=0; i<9; i++ ) {",
  144. "float tmp = texture2D(tDepth, coords + offset[i]).r;",
  145. "d += tmp * kernel[i];",
  146. "}",
  147. "return d;",
  148. "}",
  149. "vec3 color(vec2 coords,float blur) {",
  150. "//processing the sample",
  151. "vec3 col = vec3(0.0);",
  152. "vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);",
  153. "col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;",
  154. "col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;",
  155. "col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;",
  156. "vec3 lumcoeff = vec3(0.299,0.587,0.114);",
  157. "float lum = dot(col.rgb, lumcoeff);",
  158. "float thresh = max((lum-threshold)*gain, 0.0);",
  159. "return col+mix(vec3(0.0),col,thresh*blur);",
  160. "}",
  161. "vec3 debugFocus(vec3 col, float blur, float depth) {",
  162. "float edge = 0.002*depth; //distance based edge smoothing",
  163. "float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);",
  164. "float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);",
  165. "col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);",
  166. "col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);",
  167. "return col;",
  168. "}",
  169. "float linearize(float depth) {",
  170. "return -zfar * znear / (depth * (zfar - znear) - zfar);",
  171. "}",
  172. "float vignette() {",
  173. "float dist = distance(vUv.xy, vec2(0.5,0.5));",
  174. "dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);",
  175. "return clamp(dist,0.0,1.0);",
  176. "}",
  177. "float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {",
  178. "float rings2 = float(rings);",
  179. "float step = PI*2.0 / float(ringsamples);",
  180. "float pw = cos(j*step)*i;",
  181. "float ph = sin(j*step)*i;",
  182. "float p = 1.0;",
  183. "if (pentagon) {",
  184. "p = penta(vec2(pw,ph));",
  185. "}",
  186. "col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;",
  187. "return 1.0 * mix(1.0, i /rings2, bias) * p;",
  188. "}",
  189. "void main() {",
  190. "//scene depth calculation",
  191. "float depth = linearize(texture2D(tDepth,vUv.xy).x);",
  192. "// Blur depth?",
  193. "if ( depthblur ) {",
  194. "depth = linearize(bdepth(vUv.xy));",
  195. "}",
  196. "//focal plane calculation",
  197. "float fDepth = focalDepth;",
  198. "if (shaderFocus) {",
  199. "fDepth = linearize(texture2D(tDepth,focusCoords).x);",
  200. "}",
  201. "// dof blur factor calculation",
  202. "float blur = 0.0;",
  203. "if (manualdof) {",
  204. "float a = depth-fDepth; // Focal plane",
  205. "float b = (a-fdofstart)/fdofdist; // Far DoF",
  206. "float c = (-a-ndofstart)/ndofdist; // Near Dof",
  207. "blur = (a>0.0) ? b : c;",
  208. "} else {",
  209. "float f = focalLength; // focal length in mm",
  210. "float d = fDepth*1000.0; // focal plane in mm",
  211. "float o = depth*1000.0; // depth in mm",
  212. "float a = (o*f)/(o-f);",
  213. "float b = (d*f)/(d-f);",
  214. "float c = (d-f)/(d*fstop*CoC);",
  215. "blur = abs(a-b)*c;",
  216. "}",
  217. "blur = clamp(blur,0.0,1.0);",
  218. "// calculation of pattern for dithering",
  219. "vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;",
  220. "// getting blur x and y step factor",
  221. "float w = (1.0/textureWidth)*blur*maxblur+noise.x;",
  222. "float h = (1.0/textureHeight)*blur*maxblur+noise.y;",
  223. "// calculation of final color",
  224. "vec3 col = vec3(0.0);",
  225. "if(blur < 0.05) {",
  226. "//some optimization thingy",
  227. "col = texture2D(tColor, vUv.xy).rgb;",
  228. "} else {",
  229. "col = texture2D(tColor, vUv.xy).rgb;",
  230. "float s = 1.0;",
  231. "int ringsamples;",
  232. "for (int i = 1; i <= rings; i++) {",
  233. "/*unboxstart*/",
  234. "ringsamples = i * samples;",
  235. "for (int j = 0 ; j < maxringsamples ; j++) {",
  236. "if (j >= ringsamples) break;",
  237. "s += gather(float(i), float(j), ringsamples, col, w, h, blur);",
  238. "}",
  239. "/*unboxend*/",
  240. "}",
  241. "col /= s; //divide by sample count",
  242. "}",
  243. "if (showFocus) {",
  244. "col = debugFocus(col, blur, depth);",
  245. "}",
  246. "if (vignetting) {",
  247. "col *= vignette();",
  248. "}",
  249. "gl_FragColor.rgb = col;",
  250. "gl_FragColor.a = 1.0;",
  251. "} "
  252. ].join( "\n" )
  253. };
  254. var BokehDepthShader = {
  255. uniforms: {
  256. "mNear": { value: 1.0 },
  257. "mFar": { value: 1000.0 },
  258. },
  259. vertexShader: [
  260. "varying float vViewZDepth;",
  261. "void main() {",
  262. " #include <begin_vertex>",
  263. " #include <project_vertex>",
  264. " vViewZDepth = - mvPosition.z;",
  265. "}"
  266. ].join( "\n" ),
  267. fragmentShader: [
  268. "uniform float mNear;",
  269. "uniform float mFar;",
  270. "varying float vViewZDepth;",
  271. "void main() {",
  272. " float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );",
  273. " gl_FragColor = vec4( vec3( color ), 1.0 );",
  274. "} "
  275. ].join( "\n" )
  276. };
  277. export { BokehShader, BokehDepthShader };