添加关照、全局等高线、修改图层问题
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145
static/sdk/three/jsm/shaders/BokehShader.js
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145
static/sdk/three/jsm/shaders/BokehShader.js
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/**
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* Depth-of-field shader with bokeh
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* ported from GLSL shader by Martins Upitis
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* http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
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*/
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const BokehShader = {
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name: 'BokehShader',
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defines: {
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'DEPTH_PACKING': 1,
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'PERSPECTIVE_CAMERA': 1,
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},
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uniforms: {
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'tColor': { value: null },
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'tDepth': { value: null },
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'focus': { value: 1.0 },
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'aspect': { value: 1.0 },
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'aperture': { value: 0.025 },
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'maxblur': { value: 0.01 },
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'nearClip': { value: 1.0 },
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'farClip': { value: 1000.0 },
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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#include <common>
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varying vec2 vUv;
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uniform sampler2D tColor;
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uniform sampler2D tDepth;
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uniform float maxblur; // max blur amount
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uniform float aperture; // aperture - bigger values for shallower depth of field
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uniform float nearClip;
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uniform float farClip;
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uniform float focus;
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uniform float aspect;
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#include <packing>
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float getDepth( const in vec2 screenPosition ) {
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#if DEPTH_PACKING == 1
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return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
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#else
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return texture2D( tDepth, screenPosition ).x;
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#endif
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}
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float getViewZ( const in float depth ) {
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#if PERSPECTIVE_CAMERA == 1
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return perspectiveDepthToViewZ( depth, nearClip, farClip );
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#else
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return orthographicDepthToViewZ( depth, nearClip, farClip );
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#endif
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}
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void main() {
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vec2 aspectcorrect = vec2( 1.0, aspect );
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float viewZ = getViewZ( getDepth( vUv ) );
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float factor = ( focus + viewZ ); // viewZ is <= 0, so this is a difference equation
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vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );
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vec2 dofblur9 = dofblur * 0.9;
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vec2 dofblur7 = dofblur * 0.7;
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vec2 dofblur4 = dofblur * 0.4;
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vec4 col = vec4( 0.0 );
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col += texture2D( tColor, vUv.xy );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );
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col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );
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col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );
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col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );
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col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );
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col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );
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col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );
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col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );
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col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );
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col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );
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col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );
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col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );
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col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );
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col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );
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col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );
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col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );
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col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );
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col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );
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col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );
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gl_FragColor = col / 41.0;
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gl_FragColor.a = 1.0;
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}`
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};
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export { BokehShader };
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