three-stdlib
Version:
stand-alone library of threejs examples
111 lines (110 loc) • 6.01 kB
JavaScript
const BokehShader = {
defines: {
DEPTH_PACKING: 1,
PERSPECTIVE_CAMERA: 1
},
uniforms: {
tColor: { value: null },
tDepth: { value: null },
focus: { value: 1 },
aspect: { value: 1 },
aperture: { value: 0.025 },
maxblur: { value: 0.01 },
nearClip: { value: 1 },
farClip: { value: 1e3 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"#include <common>",
"varying vec2 vUv;",
"uniform sampler2D tColor;",
"uniform sampler2D tDepth;",
"uniform float maxblur;",
// max blur amount
"uniform float aperture;",
// aperture - bigger values for shallower depth of field
"uniform float nearClip;",
"uniform float farClip;",
"uniform float focus;",
"uniform float aspect;",
"#include <packing>",
"float getDepth( const in vec2 screenPosition ) {",
" #if DEPTH_PACKING == 1",
" return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
" #else",
" return texture2D( tDepth, screenPosition ).x;",
" #endif",
"}",
"float getViewZ( const in float depth ) {",
" #if PERSPECTIVE_CAMERA == 1",
" return perspectiveDepthToViewZ( depth, nearClip, farClip );",
" #else",
" return orthographicDepthToViewZ( depth, nearClip, farClip );",
" #endif",
"}",
"void main() {",
" vec2 aspectcorrect = vec2( 1.0, aspect );",
" float viewZ = getViewZ( getDepth( vUv ) );",
" float factor = ( focus + viewZ );",
// viewZ is <= 0, so this is a difference equation
" vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );",
" vec2 dofblur9 = dofblur * 0.9;",
" vec2 dofblur7 = dofblur * 0.7;",
" vec2 dofblur4 = dofblur * 0.4;",
" vec4 col = vec4( 0.0 );",
" col += texture2D( tColor, vUv.xy );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );",
" col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );",
" col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );",
" col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );",
" col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );",
" col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );",
" col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );",
" col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
" col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
" col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
" col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
" col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );",
" col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
" col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );",
" col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );",
" col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
" col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
" col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
" col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );",
" gl_FragColor = col / 41.0;",
" gl_FragColor.a = 1.0;",
"}"
].join("\n")
};
export {
BokehShader
};
//# sourceMappingURL=BokehShader.js.map