three
Version:
JavaScript 3D library
60 lines (35 loc) • 951 B
JavaScript
/**
* Depth-of-field shader using mipmaps
* - from Matt Handley @applmak
* - requires power-of-2 sized render target with enabled mipmaps
*/
var DOFMipMapShader = {
uniforms: {
"tColor": { value: null },
"tDepth": { value: null },
"focus": { value: 1.0 },
"maxblur": { value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform float focus;",
"uniform float maxblur;",
"uniform sampler2D tColor;",
"uniform sampler2D tDepth;",
"varying vec2 vUv;",
"void main() {",
" vec4 depth = texture2D( tDepth, vUv );",
" float factor = depth.x - focus;",
" vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );",
" gl_FragColor = col;",
" gl_FragColor.a = 1.0;",
"}"
].join( "\n" )
};
export { DOFMipMapShader };