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