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DepthLimitedBlurShader.js 3.8 KB

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  1. /**
  2. * TODO
  3. */
  4. import {
  5. Vector2
  6. } from "../../../build/three.module.js";
  7. var DepthLimitedBlurShader = {
  8. defines: {
  9. "KERNEL_RADIUS": 4,
  10. "DEPTH_PACKING": 1,
  11. "PERSPECTIVE_CAMERA": 1
  12. },
  13. uniforms: {
  14. "tDiffuse": { value: null },
  15. "size": { value: new Vector2( 512, 512 ) },
  16. "sampleUvOffsets": { value: [ new Vector2( 0, 0 ) ] },
  17. "sampleWeights": { value: [ 1.0 ] },
  18. "tDepth": { value: null },
  19. "cameraNear": { value: 10 },
  20. "cameraFar": { value: 1000 },
  21. "depthCutoff": { value: 10 },
  22. },
  23. vertexShader: [
  24. "#include <common>",
  25. "uniform vec2 size;",
  26. "varying vec2 vUv;",
  27. "varying vec2 vInvSize;",
  28. "void main() {",
  29. " vUv = uv;",
  30. " vInvSize = 1.0 / size;",
  31. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  32. "}"
  33. ].join( "\n" ),
  34. fragmentShader: [
  35. "#include <common>",
  36. "#include <packing>",
  37. "uniform sampler2D tDiffuse;",
  38. "uniform sampler2D tDepth;",
  39. "uniform float cameraNear;",
  40. "uniform float cameraFar;",
  41. "uniform float depthCutoff;",
  42. "uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];",
  43. "uniform float sampleWeights[ KERNEL_RADIUS + 1 ];",
  44. "varying vec2 vUv;",
  45. "varying vec2 vInvSize;",
  46. "float getDepth( const in vec2 screenPosition ) {",
  47. " #if DEPTH_PACKING == 1",
  48. " return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
  49. " #else",
  50. " return texture2D( tDepth, screenPosition ).x;",
  51. " #endif",
  52. "}",
  53. "float getViewZ( const in float depth ) {",
  54. " #if PERSPECTIVE_CAMERA == 1",
  55. " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
  56. " #else",
  57. " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
  58. " #endif",
  59. "}",
  60. "void main() {",
  61. " float depth = getDepth( vUv );",
  62. " if( depth >= ( 1.0 - EPSILON ) ) {",
  63. " discard;",
  64. " }",
  65. " float centerViewZ = -getViewZ( depth );",
  66. " bool rBreak = false, lBreak = false;",
  67. " float weightSum = sampleWeights[0];",
  68. " vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;",
  69. " for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {",
  70. " float sampleWeight = sampleWeights[i];",
  71. " vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;",
  72. " vec2 sampleUv = vUv + sampleUvOffset;",
  73. " float viewZ = -getViewZ( getDepth( sampleUv ) );",
  74. " if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;",
  75. " if( ! rBreak ) {",
  76. " diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
  77. " weightSum += sampleWeight;",
  78. " }",
  79. " sampleUv = vUv - sampleUvOffset;",
  80. " viewZ = -getViewZ( getDepth( sampleUv ) );",
  81. " if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;",
  82. " if( ! lBreak ) {",
  83. " diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
  84. " weightSum += sampleWeight;",
  85. " }",
  86. " }",
  87. " gl_FragColor = diffuseSum / weightSum;",
  88. "}"
  89. ].join( "\n" )
  90. };
  91. var BlurShaderUtils = {
  92. createSampleWeights: function ( kernelRadius, stdDev ) {
  93. var gaussian = function ( x, stdDev ) {
  94. return Math.exp( - ( x * x ) / ( 2.0 * ( stdDev * stdDev ) ) ) / ( Math.sqrt( 2.0 * Math.PI ) * stdDev );
  95. };
  96. var weights = [];
  97. for ( var i = 0; i <= kernelRadius; i ++ ) {
  98. weights.push( gaussian( i, stdDev ) );
  99. }
  100. return weights;
  101. },
  102. createSampleOffsets: function ( kernelRadius, uvIncrement ) {
  103. var offsets = [];
  104. for ( var i = 0; i <= kernelRadius; i ++ ) {
  105. offsets.push( uvIncrement.clone().multiplyScalar( i ) );
  106. }
  107. return offsets;
  108. },
  109. configure: function ( material, kernelRadius, stdDev, uvIncrement ) {
  110. material.defines[ "KERNEL_RADIUS" ] = kernelRadius;
  111. material.uniforms[ "sampleUvOffsets" ].value = BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement );
  112. material.uniforms[ "sampleWeights" ].value = BlurShaderUtils.createSampleWeights( kernelRadius, stdDev );
  113. material.needsUpdate = true;
  114. }
  115. };
  116. export { DepthLimitedBlurShader, BlurShaderUtils };