398 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			398 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	Vector2 | ||
|  | } from 'three'; | ||
|  | 
 | ||
|  | /** | ||
|  |  * Depth-of-field shader with bokeh | ||
|  |  * ported from GLSL shader by Martins Upitis | ||
|  |  * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
 | ||
|  |  * | ||
|  |  * Requires #define RINGS and SAMPLES integers | ||
|  |  */ | ||
|  | const BokehShader = { | ||
|  | 
 | ||
|  | 	name: 'BokehShader', | ||
|  | 
 | ||
|  | 	uniforms: { | ||
|  | 
 | ||
|  | 		'textureWidth': { value: 1.0 }, | ||
|  | 		'textureHeight': { value: 1.0 }, | ||
|  | 
 | ||
|  | 		'focalDepth': { value: 1.0 }, | ||
|  | 		'focalLength': { value: 24.0 }, | ||
|  | 		'fstop': { value: 0.9 }, | ||
|  | 
 | ||
|  | 		'tColor': { value: null }, | ||
|  | 		'tDepth': { value: null }, | ||
|  | 
 | ||
|  | 		'maxblur': { value: 1.0 }, | ||
|  | 
 | ||
|  | 		'showFocus': { value: 0 }, | ||
|  | 		'manualdof': { value: 0 }, | ||
|  | 		'vignetting': { value: 0 }, | ||
|  | 		'depthblur': { value: 0 }, | ||
|  | 
 | ||
|  | 		'threshold': { value: 0.5 }, | ||
|  | 		'gain': { value: 2.0 }, | ||
|  | 		'bias': { value: 0.5 }, | ||
|  | 		'fringe': { value: 0.7 }, | ||
|  | 
 | ||
|  | 		'znear': { value: 0.1 }, | ||
|  | 		'zfar': { value: 100 }, | ||
|  | 
 | ||
|  | 		'noise': { value: 1 }, | ||
|  | 		'dithering': { value: 0.0001 }, | ||
|  | 		'pentagon': { value: 0 }, | ||
|  | 
 | ||
|  | 		'shaderFocus': { value: 1 }, | ||
|  | 		'focusCoords': { value: new Vector2() } | ||
|  | 
 | ||
|  | 
 | ||
|  | 	}, | ||
|  | 
 | ||
|  | 	vertexShader: /* glsl */`
 | ||
|  | 
 | ||
|  | 		varying vec2 vUv; | ||
|  | 
 | ||
|  | 		void main() { | ||
|  | 
 | ||
|  | 			vUv = uv; | ||
|  | 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | ||
|  | 
 | ||
|  | 		}`,
 | ||
|  | 
 | ||
|  | 	fragmentShader: /* glsl */`
 | ||
|  | 
 | ||
|  | 		#include <common> | ||
|  | 
 | ||
|  | 		varying vec2 vUv; | ||
|  | 
 | ||
|  | 		uniform sampler2D tColor; | ||
|  | 		uniform sampler2D tDepth; | ||
|  | 		uniform float textureWidth; | ||
|  | 		uniform float textureHeight; | ||
|  | 
 | ||
|  | 		uniform float focalDepth;  //focal distance value in meters, but you may use autofocus option below
 | ||
|  | 		uniform float focalLength; //focal length in mm
 | ||
|  | 		uniform float fstop; //f-stop value
 | ||
|  | 		uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)
 | ||
|  | 
 | ||
|  | 		/* | ||
|  | 		make sure that these two values are the same for your camera, otherwise distances will be wrong. | ||
|  | 		*/ | ||
|  | 
 | ||
|  | 		uniform float znear; // camera clipping start
 | ||
|  | 		uniform float zfar; // camera clipping end
 | ||
|  | 
 | ||
|  | 		//------------------------------------------
 | ||
|  | 		//user variables
 | ||
|  | 
 | ||
|  | 		const int samples = SAMPLES; //samples on the first ring
 | ||
|  | 		const int rings = RINGS; //ring count
 | ||
|  | 
 | ||
|  | 		const int maxringsamples = rings * samples; | ||
|  | 
 | ||
|  | 		uniform bool manualdof; // manual dof calculation
 | ||
|  | 		float ndofstart = 1.0; // near dof blur start
 | ||
|  | 		float ndofdist = 2.0; // near dof blur falloff distance
 | ||
|  | 		float fdofstart = 1.0; // far dof blur start
 | ||
|  | 		float fdofdist = 3.0; // far dof blur falloff distance
 | ||
|  | 
 | ||
|  | 		float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)
 | ||
|  | 
 | ||
|  | 		uniform bool vignetting; // use optical lens vignetting
 | ||
|  | 
 | ||
|  | 		float vignout = 1.3; // vignetting outer border
 | ||
|  | 		float vignin = 0.0; // vignetting inner border
 | ||
|  | 		float vignfade = 22.0; // f-stops till vignete fades
 | ||
|  | 
 | ||
|  | 		uniform bool shaderFocus; | ||
|  | 		// disable if you use external focalDepth value
 | ||
|  | 
 | ||
|  | 		uniform vec2 focusCoords; | ||
|  | 		// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
 | ||
|  | 		// if center of screen use vec2(0.5, 0.5);
 | ||
|  | 
 | ||
|  | 		uniform float maxblur; | ||
|  | 		//clamp value of max blur (0.0 = no blur, 1.0 default)
 | ||
|  | 
 | ||
|  | 		uniform float threshold; // highlight threshold;
 | ||
|  | 		uniform float gain; // highlight gain;
 | ||
|  | 
 | ||
|  | 		uniform float bias; // bokeh edge bias
 | ||
|  | 		uniform float fringe; // bokeh chromatic aberration / fringing
 | ||
|  | 
 | ||
|  | 		uniform bool noise; //use noise instead of pattern for sample dithering
 | ||
|  | 
 | ||
|  | 		uniform float dithering; | ||
|  | 
 | ||
|  | 		uniform bool depthblur; // blur the depth buffer
 | ||
|  | 		float dbsize = 1.25; // depth blur size
 | ||
|  | 
 | ||
|  | 		/* | ||
|  | 		next part is experimental | ||
|  | 		not looking good with small sample and ring count | ||
|  | 		looks okay starting from samples = 4, rings = 4 | ||
|  | 		*/ | ||
|  | 
 | ||
|  | 		uniform bool pentagon; //use pentagon as bokeh shape?
 | ||
|  | 		float feather = 0.4; //pentagon shape feather
 | ||
|  | 
 | ||
|  | 		//------------------------------------------
 | ||
|  | 
 | ||
|  | 		float penta(vec2 coords) { | ||
|  | 			//pentagonal shape
 | ||
|  | 			float scale = float(rings) - 1.3; | ||
|  | 			vec4  HS0 = vec4( 1.0,         0.0,         0.0,  1.0); | ||
|  | 			vec4  HS1 = vec4( 0.309016994, 0.951056516, 0.0,  1.0); | ||
|  | 			vec4  HS2 = vec4(-0.809016994, 0.587785252, 0.0,  1.0); | ||
|  | 			vec4  HS3 = vec4(-0.809016994,-0.587785252, 0.0,  1.0); | ||
|  | 			vec4  HS4 = vec4( 0.309016994,-0.951056516, 0.0,  1.0); | ||
|  | 			vec4  HS5 = vec4( 0.0        ,0.0         , 1.0,  1.0); | ||
|  | 
 | ||
|  | 			vec4  one = vec4( 1.0 ); | ||
|  | 
 | ||
|  | 			vec4 P = vec4((coords),vec2(scale, scale)); | ||
|  | 
 | ||
|  | 			vec4 dist = vec4(0.0); | ||
|  | 			float inorout = -4.0; | ||
|  | 
 | ||
|  | 			dist.x = dot( P, HS0 ); | ||
|  | 			dist.y = dot( P, HS1 ); | ||
|  | 			dist.z = dot( P, HS2 ); | ||
|  | 			dist.w = dot( P, HS3 ); | ||
|  | 
 | ||
|  | 			dist = smoothstep( -feather, feather, dist ); | ||
|  | 
 | ||
|  | 			inorout += dot( dist, one ); | ||
|  | 
 | ||
|  | 			dist.x = dot( P, HS4 ); | ||
|  | 			dist.y = HS5.w - abs( P.z ); | ||
|  | 
 | ||
|  | 			dist = smoothstep( -feather, feather, dist ); | ||
|  | 			inorout += dist.x; | ||
|  | 
 | ||
|  | 			return clamp( inorout, 0.0, 1.0 ); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		float bdepth(vec2 coords) { | ||
|  | 			// Depth buffer blur
 | ||
|  | 			float d = 0.0; | ||
|  | 			float kernel[9]; | ||
|  | 			vec2 offset[9]; | ||
|  | 
 | ||
|  | 			vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize; | ||
|  | 
 | ||
|  | 			offset[0] = vec2(-wh.x,-wh.y); | ||
|  | 			offset[1] = vec2( 0.0, -wh.y); | ||
|  | 			offset[2] = vec2( wh.x -wh.y); | ||
|  | 
 | ||
|  | 			offset[3] = vec2(-wh.x,  0.0); | ||
|  | 			offset[4] = vec2( 0.0,   0.0); | ||
|  | 			offset[5] = vec2( wh.x,  0.0); | ||
|  | 
 | ||
|  | 			offset[6] = vec2(-wh.x, wh.y); | ||
|  | 			offset[7] = vec2( 0.0,  wh.y); | ||
|  | 			offset[8] = vec2( wh.x, wh.y); | ||
|  | 
 | ||
|  | 			kernel[0] = 1.0/16.0;   kernel[1] = 2.0/16.0;   kernel[2] = 1.0/16.0; | ||
|  | 			kernel[3] = 2.0/16.0;   kernel[4] = 4.0/16.0;   kernel[5] = 2.0/16.0; | ||
|  | 			kernel[6] = 1.0/16.0;   kernel[7] = 2.0/16.0;   kernel[8] = 1.0/16.0; | ||
|  | 
 | ||
|  | 
 | ||
|  | 			for( int i=0; i<9; i++ ) { | ||
|  | 				float tmp = texture2D(tDepth, coords + offset[i]).r; | ||
|  | 				d += tmp * kernel[i]; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return d; | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		vec3 color(vec2 coords,float blur) { | ||
|  | 			//processing the sample
 | ||
|  | 
 | ||
|  | 			vec3 col = vec3(0.0); | ||
|  | 			vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight); | ||
|  | 
 | ||
|  | 			col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r; | ||
|  | 			col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g; | ||
|  | 			col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b; | ||
|  | 
 | ||
|  | 			vec3 lumcoeff = vec3(0.299,0.587,0.114); | ||
|  | 			float lum = dot(col.rgb, lumcoeff); | ||
|  | 			float thresh = max((lum-threshold)*gain, 0.0); | ||
|  | 			return col+mix(vec3(0.0),col,thresh*blur); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		vec3 debugFocus(vec3 col, float blur, float depth) { | ||
|  | 			float edge = 0.002*depth; //distance based edge smoothing
 | ||
|  | 			float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0); | ||
|  | 			float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0); | ||
|  | 
 | ||
|  | 			col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6); | ||
|  | 			col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2); | ||
|  | 
 | ||
|  | 			return col; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		float linearize(float depth) { | ||
|  | 			return -zfar * znear / (depth * (zfar - znear) - zfar); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		float vignette() { | ||
|  | 			float dist = distance(vUv.xy, vec2(0.5,0.5)); | ||
|  | 			dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist); | ||
|  | 			return clamp(dist,0.0,1.0); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) { | ||
|  | 			float rings2 = float(rings); | ||
|  | 			float step = PI*2.0 / float(ringsamples); | ||
|  | 			float pw = cos(j*step)*i; | ||
|  | 			float ph = sin(j*step)*i; | ||
|  | 			float p = 1.0; | ||
|  | 			if (pentagon) { | ||
|  | 				p = penta(vec2(pw,ph)); | ||
|  | 			} | ||
|  | 			col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p; | ||
|  | 			return 1.0 * mix(1.0, i /rings2, bias) * p; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		void main() { | ||
|  | 			//scene depth calculation
 | ||
|  | 
 | ||
|  | 			float depth = linearize(texture2D(tDepth,vUv.xy).x); | ||
|  | 
 | ||
|  | 			// Blur depth?
 | ||
|  | 			if ( depthblur ) { | ||
|  | 				depth = linearize(bdepth(vUv.xy)); | ||
|  | 			} | ||
|  | 
 | ||
|  | 			//focal plane calculation
 | ||
|  | 
 | ||
|  | 			float fDepth = focalDepth; | ||
|  | 
 | ||
|  | 			if (shaderFocus) { | ||
|  | 
 | ||
|  | 				fDepth = linearize(texture2D(tDepth,focusCoords).x); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// dof blur factor calculation
 | ||
|  | 
 | ||
|  | 			float blur = 0.0; | ||
|  | 
 | ||
|  | 			if (manualdof) { | ||
|  | 				float a = depth-fDepth; // Focal plane
 | ||
|  | 				float b = (a-fdofstart)/fdofdist; // Far DoF
 | ||
|  | 				float c = (-a-ndofstart)/ndofdist; // Near Dof
 | ||
|  | 				blur = (a>0.0) ? b : c; | ||
|  | 			} else { | ||
|  | 				float f = focalLength; // focal length in mm
 | ||
|  | 				float d = fDepth*1000.0; // focal plane in mm
 | ||
|  | 				float o = depth*1000.0; // depth in mm
 | ||
|  | 
 | ||
|  | 				float a = (o*f)/(o-f); | ||
|  | 				float b = (d*f)/(d-f); | ||
|  | 				float c = (d-f)/(d*fstop*CoC); | ||
|  | 
 | ||
|  | 				blur = abs(a-b)*c; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			blur = clamp(blur,0.0,1.0); | ||
|  | 
 | ||
|  | 			// calculation of pattern for dithering
 | ||
|  | 
 | ||
|  | 			vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur; | ||
|  | 
 | ||
|  | 			// getting blur x and y step factor
 | ||
|  | 
 | ||
|  | 			float w = (1.0/textureWidth)*blur*maxblur+noise.x; | ||
|  | 			float h = (1.0/textureHeight)*blur*maxblur+noise.y; | ||
|  | 
 | ||
|  | 			// calculation of final color
 | ||
|  | 
 | ||
|  | 			vec3 col = vec3(0.0); | ||
|  | 
 | ||
|  | 			if(blur < 0.05) { | ||
|  | 				//some optimization thingy
 | ||
|  | 				col = texture2D(tColor, vUv.xy).rgb; | ||
|  | 			} else { | ||
|  | 				col = texture2D(tColor, vUv.xy).rgb; | ||
|  | 				float s = 1.0; | ||
|  | 				int ringsamples; | ||
|  | 
 | ||
|  | 				for (int i = 1; i <= rings; i++) { | ||
|  | 					/*unboxstart*/ | ||
|  | 					ringsamples = i * samples; | ||
|  | 
 | ||
|  | 					for (int j = 0 ; j < maxringsamples ; j++) { | ||
|  | 						if (j >= ringsamples) break; | ||
|  | 						s += gather(float(i), float(j), ringsamples, col, w, h, blur); | ||
|  | 					} | ||
|  | 					/*unboxend*/ | ||
|  | 				} | ||
|  | 
 | ||
|  | 				col /= s; //divide by sample count
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if (showFocus) { | ||
|  | 				col = debugFocus(col, blur, depth); | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if (vignetting) { | ||
|  | 				col *= vignette(); | ||
|  | 			} | ||
|  | 
 | ||
|  | 			gl_FragColor.rgb = col; | ||
|  | 			gl_FragColor.a = 1.0; | ||
|  | 
 | ||
|  | 			#include <tonemapping_fragment> | ||
|  | 			#include <colorspace_fragment> | ||
|  | 		}`
 | ||
|  | 
 | ||
|  | }; | ||
|  | 
 | ||
|  | const BokehDepthShader = { | ||
|  | 
 | ||
|  | 	name: 'BokehDepthShader', | ||
|  | 
 | ||
|  | 	uniforms: { | ||
|  | 
 | ||
|  | 		'mNear': { value: 1.0 }, | ||
|  | 		'mFar': { value: 1000.0 }, | ||
|  | 
 | ||
|  | 	}, | ||
|  | 
 | ||
|  | 	vertexShader: /* glsl */`
 | ||
|  | 
 | ||
|  | 		varying float vViewZDepth; | ||
|  | 
 | ||
|  | 		void main() { | ||
|  | 
 | ||
|  | 			#include <begin_vertex> | ||
|  | 			#include <project_vertex> | ||
|  | 
 | ||
|  | 			vViewZDepth = - mvPosition.z; | ||
|  | 
 | ||
|  | 		}`,
 | ||
|  | 
 | ||
|  | 	fragmentShader: /* glsl */`
 | ||
|  | 
 | ||
|  | 		uniform float mNear; | ||
|  | 		uniform float mFar; | ||
|  | 
 | ||
|  | 		varying float vViewZDepth; | ||
|  | 
 | ||
|  | 		void main() { | ||
|  | 
 | ||
|  | 			float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth ); | ||
|  | 			gl_FragColor = vec4( vec3( color ), 1.0 ); | ||
|  | 
 | ||
|  | 		}`
 | ||
|  | 
 | ||
|  | }; | ||
|  | 
 | ||
|  | export { BokehShader, BokehDepthShader }; |