57 lines
		
	
	
		
			918 B
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			57 lines
		
	
	
		
			918 B
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| /**
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|  * Depth-of-field shader using mipmaps
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|  * - from Matt Handley @applmak
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|  * - requires power-of-2 sized render target with enabled mipmaps
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|  */
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| 
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| const DOFMipMapShader = {
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| 
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| 	name: 'DOFMipMapShader',
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| 
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| 	uniforms: {
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| 
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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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| 		'maxblur': { value: 1.0 }
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| 
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| 	},
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| 
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| 	vertexShader: /* glsl */`
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| 
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| 		varying vec2 vUv;
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| 
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| 		void main() {
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| 
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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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| 		}`,
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| 
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| 	fragmentShader: /* glsl */`
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| 
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| 		uniform float focus;
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| 		uniform float maxblur;
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| 
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| 		uniform sampler2D tColor;
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| 		uniform sampler2D tDepth;
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| 
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| 		varying vec2 vUv;
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| 
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| 		void main() {
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| 
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| 			vec4 depth = texture2D( tDepth, vUv );
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| 
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| 			float factor = depth.x - focus;
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| 
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| 			vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );
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| 
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| 			gl_FragColor = col;
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| 			gl_FragColor.a = 1.0;
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| 
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| 		}`
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| 
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| };
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| 
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| export { DOFMipMapShader };
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