172 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			172 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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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