three
Version:
JavaScript 3D library
161 lines (113 loc) • 4.14 kB
JavaScript
console.warn( "THREE.DepthLimitedBlurShader: 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." );
/**
* TODO
*/
THREE.DepthLimitedBlurShader = {
defines: {
"KERNEL_RADIUS": 4,
"DEPTH_PACKING": 1,
"PERSPECTIVE_CAMERA": 1
},
uniforms: {
"tDiffuse": { value: null },
"size": { value: new THREE.Vector2( 512, 512 ) },
"sampleUvOffsets": { value: [ new THREE.Vector2( 0, 0 ) ] },
"sampleWeights": { value: [ 1.0 ] },
"tDepth": { value: null },
"cameraNear": { value: 10 },
"cameraFar": { value: 1000 },
"depthCutoff": { value: 10 },
},
vertexShader: [
"#include <common>",
"uniform vec2 size;",
"varying vec2 vUv;",
"varying vec2 vInvSize;",
"void main() {",
" vUv = uv;",
" vInvSize = 1.0 / size;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"#include <common>",
"#include <packing>",
"uniform sampler2D tDiffuse;",
"uniform sampler2D tDepth;",
"uniform float cameraNear;",
"uniform float cameraFar;",
"uniform float depthCutoff;",
"uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];",
"uniform float sampleWeights[ KERNEL_RADIUS + 1 ];",
"varying vec2 vUv;",
"varying vec2 vInvSize;",
"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, cameraNear, cameraFar );",
" #else",
" return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
" #endif",
"}",
"void main() {",
" float depth = getDepth( vUv );",
" if( depth >= ( 1.0 - EPSILON ) ) {",
" discard;",
" }",
" float centerViewZ = -getViewZ( depth );",
" bool rBreak = false, lBreak = false;",
" float weightSum = sampleWeights[0];",
" vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;",
" for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {",
" float sampleWeight = sampleWeights[i];",
" vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;",
" vec2 sampleUv = vUv + sampleUvOffset;",
" float viewZ = -getViewZ( getDepth( sampleUv ) );",
" if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;",
" if( ! rBreak ) {",
" diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
" weightSum += sampleWeight;",
" }",
" sampleUv = vUv - sampleUvOffset;",
" viewZ = -getViewZ( getDepth( sampleUv ) );",
" if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;",
" if( ! lBreak ) {",
" diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
" weightSum += sampleWeight;",
" }",
" }",
" gl_FragColor = diffuseSum / weightSum;",
"}"
].join( "\n" )
};
THREE.BlurShaderUtils = {
createSampleWeights: function ( kernelRadius, stdDev ) {
var gaussian = function ( x, stdDev ) {
return Math.exp( - ( x * x ) / ( 2.0 * ( stdDev * stdDev ) ) ) / ( Math.sqrt( 2.0 * Math.PI ) * stdDev );
};
var weights = [];
for ( var i = 0; i <= kernelRadius; i ++ ) {
weights.push( gaussian( i, stdDev ) );
}
return weights;
},
createSampleOffsets: function ( kernelRadius, uvIncrement ) {
var offsets = [];
for ( var i = 0; i <= kernelRadius; i ++ ) {
offsets.push( uvIncrement.clone().multiplyScalar( i ) );
}
return offsets;
},
configure: function ( material, kernelRadius, stdDev, uvIncrement ) {
material.defines[ "KERNEL_RADIUS" ] = kernelRadius;
material.uniforms[ "sampleUvOffsets" ].value = THREE.BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement );
material.uniforms[ "sampleWeights" ].value = THREE.BlurShaderUtils.createSampleWeights( kernelRadius, stdDev );
material.needsUpdate = true;
}
};