BokehShader2.js 9.5 KB

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  1. ( function () {
  2. /**
  3. * Depth-of-field shader with bokeh
  4. * ported from GLSL shader by Martins Upitis
  5. * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
  6. *
  7. * Requires #define RINGS and SAMPLES integers
  8. */
  9. const BokehShader = {
  10. uniforms: {
  11. 'textureWidth': {
  12. value: 1.0
  13. },
  14. 'textureHeight': {
  15. value: 1.0
  16. },
  17. 'focalDepth': {
  18. value: 1.0
  19. },
  20. 'focalLength': {
  21. value: 24.0
  22. },
  23. 'fstop': {
  24. value: 0.9
  25. },
  26. 'tColor': {
  27. value: null
  28. },
  29. 'tDepth': {
  30. value: null
  31. },
  32. 'maxblur': {
  33. value: 1.0
  34. },
  35. 'showFocus': {
  36. value: 0
  37. },
  38. 'manualdof': {
  39. value: 0
  40. },
  41. 'vignetting': {
  42. value: 0
  43. },
  44. 'depthblur': {
  45. value: 0
  46. },
  47. 'threshold': {
  48. value: 0.5
  49. },
  50. 'gain': {
  51. value: 2.0
  52. },
  53. 'bias': {
  54. value: 0.5
  55. },
  56. 'fringe': {
  57. value: 0.7
  58. },
  59. 'znear': {
  60. value: 0.1
  61. },
  62. 'zfar': {
  63. value: 100
  64. },
  65. 'noise': {
  66. value: 1
  67. },
  68. 'dithering': {
  69. value: 0.0001
  70. },
  71. 'pentagon': {
  72. value: 0
  73. },
  74. 'shaderFocus': {
  75. value: 1
  76. },
  77. 'focusCoords': {
  78. value: new THREE.Vector2()
  79. }
  80. },
  81. vertexShader: /* glsl */`
  82. varying vec2 vUv;
  83. void main() {
  84. vUv = uv;
  85. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  86. }`,
  87. fragmentShader: /* glsl */`
  88. #include <common>
  89. varying vec2 vUv;
  90. uniform sampler2D tColor;
  91. uniform sampler2D tDepth;
  92. uniform float textureWidth;
  93. uniform float textureHeight;
  94. uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below
  95. uniform float focalLength; //focal length in mm
  96. uniform float fstop; //f-stop value
  97. uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)
  98. /*
  99. make sure that these two values are the same for your camera, otherwise distances will be wrong.
  100. */
  101. uniform float znear; // camera clipping start
  102. uniform float zfar; // camera clipping end
  103. //------------------------------------------
  104. //user variables
  105. const int samples = SAMPLES; //samples on the first ring
  106. const int rings = RINGS; //ring count
  107. const int maxringsamples = rings * samples;
  108. uniform bool manualdof; // manual dof calculation
  109. float ndofstart = 1.0; // near dof blur start
  110. float ndofdist = 2.0; // near dof blur falloff distance
  111. float fdofstart = 1.0; // far dof blur start
  112. float fdofdist = 3.0; // far dof blur falloff distance
  113. float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)
  114. uniform bool vignetting; // use optical lens vignetting
  115. float vignout = 1.3; // vignetting outer border
  116. float vignin = 0.0; // vignetting inner border
  117. float vignfade = 22.0; // f-stops till vignete fades
  118. uniform bool shaderFocus;
  119. // disable if you use external focalDepth value
  120. uniform vec2 focusCoords;
  121. // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
  122. // if center of screen use vec2(0.5, 0.5);
  123. uniform float maxblur;
  124. //clamp value of max blur (0.0 = no blur, 1.0 default)
  125. uniform float threshold; // highlight threshold;
  126. uniform float gain; // highlight gain;
  127. uniform float bias; // bokeh edge bias
  128. uniform float fringe; // bokeh chromatic aberration / fringing
  129. uniform bool noise; //use noise instead of pattern for sample dithering
  130. uniform float dithering;
  131. uniform bool depthblur; // blur the depth buffer
  132. float dbsize = 1.25; // depth blur size
  133. /*
  134. next part is experimental
  135. not looking good with small sample and ring count
  136. looks okay starting from samples = 4, rings = 4
  137. */
  138. uniform bool pentagon; //use pentagon as bokeh shape?
  139. float feather = 0.4; //pentagon shape feather
  140. //------------------------------------------
  141. float penta(vec2 coords) {
  142. //pentagonal shape
  143. float scale = float(rings) - 1.3;
  144. vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);
  145. vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);
  146. vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
  147. vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);
  148. vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);
  149. vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);
  150. vec4 one = vec4( 1.0 );
  151. vec4 P = vec4((coords),vec2(scale, scale));
  152. vec4 dist = vec4(0.0);
  153. float inorout = -4.0;
  154. dist.x = dot( P, HS0 );
  155. dist.y = dot( P, HS1 );
  156. dist.z = dot( P, HS2 );
  157. dist.w = dot( P, HS3 );
  158. dist = smoothstep( -feather, feather, dist );
  159. inorout += dot( dist, one );
  160. dist.x = dot( P, HS4 );
  161. dist.y = HS5.w - abs( P.z );
  162. dist = smoothstep( -feather, feather, dist );
  163. inorout += dist.x;
  164. return clamp( inorout, 0.0, 1.0 );
  165. }
  166. float bdepth(vec2 coords) {
  167. // Depth buffer blur
  168. float d = 0.0;
  169. float kernel[9];
  170. vec2 offset[9];
  171. vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;
  172. offset[0] = vec2(-wh.x,-wh.y);
  173. offset[1] = vec2( 0.0, -wh.y);
  174. offset[2] = vec2( wh.x -wh.y);
  175. offset[3] = vec2(-wh.x, 0.0);
  176. offset[4] = vec2( 0.0, 0.0);
  177. offset[5] = vec2( wh.x, 0.0);
  178. offset[6] = vec2(-wh.x, wh.y);
  179. offset[7] = vec2( 0.0, wh.y);
  180. offset[8] = vec2( wh.x, wh.y);
  181. kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
  182. kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
  183. kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
  184. for( int i=0; i<9; i++ ) {
  185. float tmp = texture2D(tDepth, coords + offset[i]).r;
  186. d += tmp * kernel[i];
  187. }
  188. return d;
  189. }
  190. vec3 color(vec2 coords,float blur) {
  191. //processing the sample
  192. vec3 col = vec3(0.0);
  193. vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);
  194. col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;
  195. col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
  196. col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
  197. vec3 lumcoeff = vec3(0.299,0.587,0.114);
  198. float lum = dot(col.rgb, lumcoeff);
  199. float thresh = max((lum-threshold)*gain, 0.0);
  200. return col+mix(vec3(0.0),col,thresh*blur);
  201. }
  202. vec3 debugFocus(vec3 col, float blur, float depth) {
  203. float edge = 0.002*depth; //distance based edge smoothing
  204. float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
  205. float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
  206. col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
  207. col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
  208. return col;
  209. }
  210. float linearize(float depth) {
  211. return -zfar * znear / (depth * (zfar - znear) - zfar);
  212. }
  213. float vignette() {
  214. float dist = distance(vUv.xy, vec2(0.5,0.5));
  215. dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);
  216. return clamp(dist,0.0,1.0);
  217. }
  218. float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {
  219. float rings2 = float(rings);
  220. float step = PI*2.0 / float(ringsamples);
  221. float pw = cos(j*step)*i;
  222. float ph = sin(j*step)*i;
  223. float p = 1.0;
  224. if (pentagon) {
  225. p = penta(vec2(pw,ph));
  226. }
  227. col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;
  228. return 1.0 * mix(1.0, i /rings2, bias) * p;
  229. }
  230. void main() {
  231. //scene depth calculation
  232. float depth = linearize(texture2D(tDepth,vUv.xy).x);
  233. // Blur depth?
  234. if ( depthblur ) {
  235. depth = linearize(bdepth(vUv.xy));
  236. }
  237. //focal plane calculation
  238. float fDepth = focalDepth;
  239. if (shaderFocus) {
  240. fDepth = linearize(texture2D(tDepth,focusCoords).x);
  241. }
  242. // dof blur factor calculation
  243. float blur = 0.0;
  244. if (manualdof) {
  245. float a = depth-fDepth; // Focal plane
  246. float b = (a-fdofstart)/fdofdist; // Far DoF
  247. float c = (-a-ndofstart)/ndofdist; // Near Dof
  248. blur = (a>0.0) ? b : c;
  249. } else {
  250. float f = focalLength; // focal length in mm
  251. float d = fDepth*1000.0; // focal plane in mm
  252. float o = depth*1000.0; // depth in mm
  253. float a = (o*f)/(o-f);
  254. float b = (d*f)/(d-f);
  255. float c = (d-f)/(d*fstop*CoC);
  256. blur = abs(a-b)*c;
  257. }
  258. blur = clamp(blur,0.0,1.0);
  259. // calculation of pattern for dithering
  260. vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;
  261. // getting blur x and y step factor
  262. float w = (1.0/textureWidth)*blur*maxblur+noise.x;
  263. float h = (1.0/textureHeight)*blur*maxblur+noise.y;
  264. // calculation of final color
  265. vec3 col = vec3(0.0);
  266. if(blur < 0.05) {
  267. //some optimization thingy
  268. col = texture2D(tColor, vUv.xy).rgb;
  269. } else {
  270. col = texture2D(tColor, vUv.xy).rgb;
  271. float s = 1.0;
  272. int ringsamples;
  273. for (int i = 1; i <= rings; i++) {
  274. /*unboxstart*/
  275. ringsamples = i * samples;
  276. for (int j = 0 ; j < maxringsamples ; j++) {
  277. if (j >= ringsamples) break;
  278. s += gather(float(i), float(j), ringsamples, col, w, h, blur);
  279. }
  280. /*unboxend*/
  281. }
  282. col /= s; //divide by sample count
  283. }
  284. if (showFocus) {
  285. col = debugFocus(col, blur, depth);
  286. }
  287. if (vignetting) {
  288. col *= vignette();
  289. }
  290. gl_FragColor.rgb = col;
  291. gl_FragColor.a = 1.0;
  292. }`
  293. };
  294. const BokehDepthShader = {
  295. uniforms: {
  296. 'mNear': {
  297. value: 1.0
  298. },
  299. 'mFar': {
  300. value: 1000.0
  301. }
  302. },
  303. vertexShader: /* glsl */`
  304. varying float vViewZDepth;
  305. void main() {
  306. #include <begin_vertex>
  307. #include <project_vertex>
  308. vViewZDepth = - mvPosition.z;
  309. }`,
  310. fragmentShader: /* glsl */`
  311. uniform float mNear;
  312. uniform float mFar;
  313. varying float vViewZDepth;
  314. void main() {
  315. float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );
  316. gl_FragColor = vec4( vec3( color ), 1.0 );
  317. }`
  318. };
  319. THREE.BokehDepthShader = BokehDepthShader;
  320. THREE.BokehShader = BokehShader;
  321. } )();