最新代码
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171
public/sdk/three/jsm/shaders/DepthLimitedBlurShader.js
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171
public/sdk/three/jsm/shaders/DepthLimitedBlurShader.js
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import {
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Vector2
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} from 'three';
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/**
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* TODO
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*/
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const DepthLimitedBlurShader = {
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name: 'DepthLimitedBlurShader',
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defines: {
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'KERNEL_RADIUS': 4,
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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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'tDiffuse': { value: null },
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'size': { value: new Vector2( 512, 512 ) },
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'sampleUvOffsets': { value: [ new Vector2( 0, 0 ) ] },
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'sampleWeights': { value: [ 1.0 ] },
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'tDepth': { value: null },
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'cameraNear': { value: 10 },
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'cameraFar': { value: 1000 },
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'depthCutoff': { value: 10 },
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},
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vertexShader: /* glsl */`
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#include <common>
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uniform vec2 size;
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varying vec2 vUv;
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varying vec2 vInvSize;
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void main() {
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vUv = uv;
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vInvSize = 1.0 / size;
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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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#include <packing>
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uniform sampler2D tDiffuse;
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uniform sampler2D tDepth;
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uniform float cameraNear;
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uniform float cameraFar;
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uniform float depthCutoff;
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uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];
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uniform float sampleWeights[ KERNEL_RADIUS + 1 ];
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varying vec2 vUv;
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varying vec2 vInvSize;
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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, cameraNear, cameraFar );
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#else
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return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
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#endif
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}
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void main() {
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float depth = getDepth( vUv );
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if( depth >= ( 1.0 - EPSILON ) ) {
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discard;
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}
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float centerViewZ = -getViewZ( depth );
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bool rBreak = false, lBreak = false;
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float weightSum = sampleWeights[0];
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vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;
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for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {
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float sampleWeight = sampleWeights[i];
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vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;
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vec2 sampleUv = vUv + sampleUvOffset;
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float viewZ = -getViewZ( getDepth( sampleUv ) );
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if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;
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if( ! rBreak ) {
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diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
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weightSum += sampleWeight;
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}
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sampleUv = vUv - sampleUvOffset;
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viewZ = -getViewZ( getDepth( sampleUv ) );
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if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;
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if( ! lBreak ) {
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diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
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weightSum += sampleWeight;
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}
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}
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gl_FragColor = diffuseSum / weightSum;
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}`
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};
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const BlurShaderUtils = {
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createSampleWeights: function ( kernelRadius, stdDev ) {
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const weights = [];
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for ( let i = 0; i <= kernelRadius; i ++ ) {
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weights.push( gaussian( i, stdDev ) );
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}
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return weights;
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},
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createSampleOffsets: function ( kernelRadius, uvIncrement ) {
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const offsets = [];
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for ( let i = 0; i <= kernelRadius; i ++ ) {
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offsets.push( uvIncrement.clone().multiplyScalar( i ) );
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}
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return offsets;
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},
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configure: function ( material, kernelRadius, stdDev, uvIncrement ) {
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material.defines[ 'KERNEL_RADIUS' ] = kernelRadius;
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material.uniforms[ 'sampleUvOffsets' ].value = BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement );
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material.uniforms[ 'sampleWeights' ].value = BlurShaderUtils.createSampleWeights( kernelRadius, stdDev );
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material.needsUpdate = true;
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}
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};
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function gaussian( x, stdDev ) {
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return Math.exp( - ( x * x ) / ( 2.0 * ( stdDev * stdDev ) ) ) / ( Math.sqrt( 2.0 * Math.PI ) * stdDev );
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}
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export { DepthLimitedBlurShader, BlurShaderUtils };
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