three
Version:
JavaScript 3D library
146 lines (109 loc) • 6.3 kB
JavaScript
console.warn( "THREE.BokehShader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
/**
* Depth-of-field shader with bokeh
* ported from GLSL shader by Martins Upitis
* http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
*/
THREE.BokehShader = {
defines: {
"DEPTH_PACKING": 1,
"PERSPECTIVE_CAMERA": 1,
},
uniforms: {
"tColor": { value: null },
"tDepth": { value: null },
"focus": { value: 1.0 },
"aspect": { value: 1.0 },
"aperture": { value: 0.025 },
"maxblur": { value: 0.01 },
"nearClip": { value: 1.0 },
"farClip": { value: 1000.0 },
},
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" )
};