three-stdlib
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stand-alone library of threejs examples
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{"version":3,"file":"BokehShader2.cjs","sources":["../../src/shaders/BokehShader2.ts"],"sourcesContent":["import { IUniform, Texture, Vector2 } from 'three'\n\nexport interface BokehShader2Uniforms {\n textureWidth: IUniform<number>\n textureHeight: IUniform<number>\n\n focalDepth: IUniform<number>\n focalLength: IUniform<number>\n fstop: IUniform<number>\n\n tColor: IUniform<Texture | null>\n tDepth: IUniform<Texture | null>\n\n maxblur: IUniform<number>\n\n showFocus: IUniform<number>\n manualdof: IUniform<number>\n vignetting: IUniform<number>\n depthblur: IUniform<number>\n\n threshold: IUniform<number>\n gain: IUniform<number>\n bias: IUniform<number>\n fringe: IUniform<number>\n\n znear: IUniform<number>\n zfar: IUniform<number>\n\n noise: IUniform<number>\n dithering: IUniform<number>\n pentagon: IUniform<number>\n\n shaderFocus: IUniform<number>\n focusCoords: IUniform<Vector2>\n}\n\n/**\n * Depth-of-field shader with bokeh\n * ported from GLSL shader by Martins Upitis\n * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)\n *\n * Requires #define RINGS and SAMPLES integers\n */\n\nexport const BokehShader2: {\n uniforms: BokehShader2Uniforms\n vertexShader: string\n fragmentShader: string\n} = {\n uniforms: {\n textureWidth: { value: 1.0 },\n textureHeight: { value: 1.0 },\n\n focalDepth: { value: 1.0 },\n focalLength: { value: 24.0 },\n fstop: { value: 0.9 },\n\n tColor: { value: null },\n tDepth: { value: null },\n\n maxblur: { value: 1.0 },\n\n showFocus: { value: 0 },\n manualdof: { value: 0 },\n vignetting: { value: 0 },\n depthblur: { value: 0 },\n\n threshold: { value: 0.5 },\n gain: { value: 2.0 },\n bias: { value: 0.5 },\n fringe: { value: 0.7 },\n\n znear: { value: 0.1 },\n zfar: { value: 100 },\n\n noise: { value: 1 },\n dithering: { value: 0.0001 },\n pentagon: { value: 0 },\n\n shaderFocus: { value: 1 },\n focusCoords: { value: new Vector2() },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n '#include <common>',\n\n 'varying vec2 vUv;',\n\n 'uniform sampler2D tColor;',\n 'uniform sampler2D tDepth;',\n 'uniform float textureWidth;',\n 'uniform float textureHeight;',\n\n 'uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below',\n 'uniform float focalLength; //focal length in mm',\n 'uniform float fstop; //f-stop value',\n 'uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)',\n\n '/*',\n 'make sure that these two values are the same for your camera, otherwise distances will be wrong.',\n '*/',\n\n 'uniform float znear; // camera clipping start',\n 'uniform float zfar; // camera clipping end',\n\n '//------------------------------------------',\n '//user variables',\n\n 'const int samples = SAMPLES; //samples on the first ring',\n 'const int rings = RINGS; //ring count',\n\n 'const int maxringsamples = rings * samples;',\n\n 'uniform bool manualdof; // manual dof calculation',\n 'float ndofstart = 1.0; // near dof blur start',\n 'float ndofdist = 2.0; // near dof blur falloff distance',\n 'float fdofstart = 1.0; // far dof blur start',\n 'float fdofdist = 3.0; // far dof blur falloff distance',\n\n 'float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)',\n\n 'uniform bool vignetting; // use optical lens vignetting',\n\n 'float vignout = 1.3; // vignetting outer border',\n 'float vignin = 0.0; // vignetting inner border',\n 'float vignfade = 22.0; // f-stops till vignete fades',\n\n 'uniform bool shaderFocus;',\n '// disable if you use external focalDepth value',\n\n 'uniform vec2 focusCoords;',\n '// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)',\n '// if center of screen use vec2(0.5, 0.5);',\n\n 'uniform float maxblur;',\n '//clamp value of max blur (0.0 = no blur, 1.0 default)',\n\n 'uniform float threshold; // highlight threshold;',\n 'uniform float gain; // highlight gain;',\n\n 'uniform float bias; // bokeh edge bias',\n 'uniform float fringe; // bokeh chromatic aberration / fringing',\n\n 'uniform bool noise; //use noise instead of pattern for sample dithering',\n\n 'uniform float dithering;',\n\n 'uniform bool depthblur; // blur the depth buffer',\n 'float dbsize = 1.25; // depth blur size',\n\n '/*',\n 'next part is experimental',\n 'not looking good with small sample and ring count',\n 'looks okay starting from samples = 4, rings = 4',\n '*/',\n\n 'uniform bool pentagon; //use pentagon as bokeh shape?',\n 'float feather = 0.4; //pentagon shape feather',\n\n '//------------------------------------------',\n\n 'float penta(vec2 coords) {',\n '\t//pentagonal shape',\n '\tfloat scale = float(rings) - 1.3;',\n '\tvec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);',\n '\tvec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);',\n '\tvec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);',\n '\tvec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);',\n '\tvec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);',\n '\tvec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);',\n\n '\tvec4 one = vec4( 1.0 );',\n\n '\tvec4 P = vec4((coords),vec2(scale, scale));',\n\n '\tvec4 dist = vec4(0.0);',\n '\tfloat inorout = -4.0;',\n\n '\tdist.x = dot( P, HS0 );',\n '\tdist.y = dot( P, HS1 );',\n '\tdist.z = dot( P, HS2 );',\n '\tdist.w = dot( P, HS3 );',\n\n '\tdist = smoothstep( -feather, feather, dist );',\n\n '\tinorout += dot( dist, one );',\n\n '\tdist.x = dot( P, HS4 );',\n '\tdist.y = HS5.w - abs( P.z );',\n\n '\tdist = smoothstep( -feather, feather, dist );',\n '\tinorout += dist.x;',\n\n '\treturn clamp( inorout, 0.0, 1.0 );',\n '}',\n\n 'float bdepth(vec2 coords) {',\n '\t// Depth buffer blur',\n '\tfloat d = 0.0;',\n '\tfloat kernel[9];',\n '\tvec2 offset[9];',\n\n '\tvec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;',\n\n '\toffset[0] = vec2(-wh.x,-wh.y);',\n '\toffset[1] = vec2( 0.0, -wh.y);',\n '\toffset[2] = vec2( wh.x -wh.y);',\n\n '\toffset[3] = vec2(-wh.x, 0.0);',\n '\toffset[4] = vec2( 0.0, 0.0);',\n '\toffset[5] = vec2( wh.x, 0.0);',\n\n '\toffset[6] = vec2(-wh.x, wh.y);',\n '\toffset[7] = vec2( 0.0, wh.y);',\n '\toffset[8] = vec2( wh.x, wh.y);',\n\n '\tkernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;',\n '\tkernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;',\n '\tkernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;',\n\n '\tfor( int i=0; i<9; i++ ) {',\n '\t\tfloat tmp = texture2D(tDepth, coords + offset[i]).r;',\n '\t\td += tmp * kernel[i];',\n '\t}',\n\n '\treturn d;',\n '}',\n\n 'vec3 color(vec2 coords,float blur) {',\n '\t//processing the sample',\n\n '\tvec3 col = vec3(0.0);',\n '\tvec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);',\n\n '\tcol.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;',\n '\tcol.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;',\n '\tcol.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;',\n\n '\tvec3 lumcoeff = vec3(0.299,0.587,0.114);',\n '\tfloat lum = dot(col.rgb, lumcoeff);',\n '\tfloat thresh = max((lum-threshold)*gain, 0.0);',\n '\treturn col+mix(vec3(0.0),col,thresh*blur);',\n '}',\n\n 'vec3 debugFocus(vec3 col, float blur, float depth) {',\n '\tfloat edge = 0.002*depth; //distance based edge smoothing',\n '\tfloat m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);',\n '\tfloat e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);',\n\n '\tcol = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);',\n '\tcol = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);',\n\n '\treturn col;',\n '}',\n\n 'float linearize(float depth) {',\n '\treturn -zfar * znear / (depth * (zfar - znear) - zfar);',\n '}',\n\n 'float vignette() {',\n '\tfloat dist = distance(vUv.xy, vec2(0.5,0.5));',\n '\tdist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);',\n '\treturn clamp(dist,0.0,1.0);',\n '}',\n\n 'float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {',\n '\tfloat rings2 = float(rings);',\n '\tfloat step = PI*2.0 / float(ringsamples);',\n '\tfloat pw = cos(j*step)*i;',\n '\tfloat ph = sin(j*step)*i;',\n '\tfloat p = 1.0;',\n '\tif (pentagon) {',\n '\t\tp = penta(vec2(pw,ph));',\n '\t}',\n '\tcol += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;',\n '\treturn 1.0 * mix(1.0, i /rings2, bias) * p;',\n '}',\n\n 'void main() {',\n '\t//scene depth calculation',\n\n '\tfloat depth = linearize(texture2D(tDepth,vUv.xy).x);',\n\n '\t// Blur depth?',\n '\tif ( depthblur ) {',\n '\t\tdepth = linearize(bdepth(vUv.xy));',\n '\t}',\n\n '\t//focal plane calculation',\n\n '\tfloat fDepth = focalDepth;',\n\n '\tif (shaderFocus) {',\n\n '\t\tfDepth = linearize(texture2D(tDepth,focusCoords).x);',\n\n '\t}',\n\n '\t// dof blur factor calculation',\n\n '\tfloat blur = 0.0;',\n\n '\tif (manualdof) {',\n '\t\tfloat a = depth-fDepth; // Focal plane',\n '\t\tfloat b = (a-fdofstart)/fdofdist; // Far DoF',\n '\t\tfloat c = (-a-ndofstart)/ndofdist; // Near Dof',\n '\t\tblur = (a>0.0) ? b : c;',\n '\t} else {',\n '\t\tfloat f = focalLength; // focal length in mm',\n '\t\tfloat d = fDepth*1000.0; // focal plane in mm',\n '\t\tfloat o = depth*1000.0; // depth in mm',\n\n '\t\tfloat a = (o*f)/(o-f);',\n '\t\tfloat b = (d*f)/(d-f);',\n '\t\tfloat c = (d-f)/(d*fstop*CoC);',\n\n '\t\tblur = abs(a-b)*c;',\n '\t}',\n\n '\tblur = clamp(blur,0.0,1.0);',\n\n '\t// calculation of pattern for dithering',\n\n '\tvec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;',\n\n '\t// getting blur x and y step factor',\n\n '\tfloat w = (1.0/textureWidth)*blur*maxblur+noise.x;',\n '\tfloat h = (1.0/textureHeight)*blur*maxblur+noise.y;',\n\n '\t// calculation of final color',\n\n '\tvec3 col = vec3(0.0);',\n\n '\tif(blur < 0.05) {',\n '\t\t//some optimization thingy',\n '\t\tcol = texture2D(tColor, vUv.xy).rgb;',\n '\t} else {',\n '\t\tcol = texture2D(tColor, vUv.xy).rgb;',\n '\t\tfloat s = 1.0;',\n '\t\tint ringsamples;',\n\n '\t\tfor (int i = 1; i <= rings; i++) {',\n '\t\t\t/*unboxstart*/',\n '\t\t\tringsamples = i * samples;',\n\n '\t\t\tfor (int j = 0 ; j < maxringsamples ; j++) {',\n '\t\t\t\tif (j >= ringsamples) break;',\n '\t\t\t\ts += gather(float(i), float(j), ringsamples, col, w, h, blur);',\n '\t\t\t}',\n '\t\t\t/*unboxend*/',\n '\t\t}',\n\n '\t\tcol /= s; //divide by sample count',\n '\t}',\n\n '\tif (showFocus) {',\n '\t\tcol = debugFocus(col, blur, depth);',\n '\t}',\n\n '\tif (vignetting) {',\n '\t\tcol *= vignette();',\n '\t}',\n\n '\tgl_FragColor.rgb = col;',\n '\tgl_FragColor.a = 1.0;',\n '} ',\n ].join('\\n'),\n}\n\nexport const BokehDepthShader = {\n uniforms: {\n mNear: { value: 1.0 },\n mFar: { value: 1000.0 },\n },\n\n vertexShader: [\n 'varying float vViewZDepth;',\n\n 'void main() {',\n\n '\t#include <begin_vertex>',\n '\t#include <project_vertex>',\n\n '\tvViewZDepth = - mvPosition.z;',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float mNear;',\n 'uniform float mFar;',\n\n 'varying float vViewZDepth;',\n\n 'void main() {',\n\n '\tfloat color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );',\n '\tgl_FragColor = vec4( vec3( color ), 1.0 );',\n\n '} ',\n ].join('\\n'),\n}\n"],"names":["Vector2"],"mappings":";;;AA4CO,MAAM,eAIT;AAAA,EACF,UAAU;AAAA,IACR,cAAc,EAAE,OAAO,EAAI;AAAA,IAC3B,eAAe,EAAE,OAAO,EAAI;AAAA,IAE5B,YAAY,EAAE,OAAO,EAAI;AAAA,IACzB,aAAa,EAAE,OAAO,GAAK;AAAA,IAC3B,OAAO,EAAE,OAAO,IAAI;AAAA,IAEpB,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,QAAQ,EAAE,OAAO,KAAK;AAAA,IAEtB,SAAS,EAAE,OAAO,EAAI;AAAA,IAEtB,WAAW,EAAE,OAAO,EAAE;AAAA,IACtB,WAAW,EAAE,OAAO,EAAE;AAAA,IACtB,YAAY,EAAE,OAAO,EAAE;AAAA,IACvB,WAAW,EAAE,OAAO,EAAE;AAAA,IAEtB,WAAW,EAAE,OAAO,IAAI;AAAA,IACxB,MAAM,EAAE,OAAO,EAAI;AAAA,IACnB,MAAM,EAAE,OAAO,IAAI;AAAA,IACnB,QAAQ,EAAE,OAAO,IAAI;AAAA,IAErB,OAAO,EAAE,OAAO,IAAI;AAAA,IACpB,MAAM,EAAE,OAAO,IAAI;AAAA,IAEnB,OAAO,EAAE,OAAO,EAAE;AAAA,IAClB,WAAW,EAAE,OAAO,KAAO;AAAA,IAC3B,UAAU,EAAE,OAAO,EAAE;AAAA,IAErB,aAAa,EAAE,OAAO,EAAE;AAAA,IACxB,aAAa,EAAE,OAAO,IAAIA,MAAAA,UAAU;AAAA,EACtC;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;AAEO,MAAM,mBAAmB;AAAA,EAC9B,UAAU;AAAA,IACR,OAAO,EAAE,OAAO,EAAI;AAAA,IACpB,MAAM,EAAE,OAAO,IAAO;AAAA,EACxB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;;"}