146 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			146 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
/**
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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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