146 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			146 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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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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