Newer
Older
HuangJiPC / public / static / three / examples / js / shaders / BokehShader.js
@zhangdeliang zhangdeliang on 21 Jun 5 KB update
( function () {

	/**
 * Depth-of-field shader with bokeh
 * ported from GLSL shader by Martins Upitis
 * http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
 */
	const BokehShader = {
		defines: {
			'DEPTH_PACKING': 1,
			'PERSPECTIVE_CAMERA': 1
		},
		uniforms: {
			'tColor': {
				value: null
			},
			'tDepth': {
				value: null
			},
			'focus': {
				value: 1.0
			},
			'aspect': {
				value: 1.0
			},
			'aperture': {
				value: 0.025
			},
			'maxblur': {
				value: 0.01
			},
			'nearClip': {
				value: 1.0
			},
			'farClip': {
				value: 1000.0
			}
		},
		vertexShader:
  /* glsl */
  `

		varying vec2 vUv;

		void main() {

			vUv = uv;
			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

		}`,
		fragmentShader:
  /* glsl */
  `

		#include <common>

		varying vec2 vUv;

		uniform sampler2D tColor;
		uniform sampler2D tDepth;

		uniform float maxblur; // max blur amount
		uniform float aperture; // aperture - bigger values for shallower depth of field

		uniform float nearClip;
		uniform float farClip;

		uniform float focus;
		uniform float aspect;

		#include <packing>

		float getDepth( const in vec2 screenPosition ) {
			#if DEPTH_PACKING == 1
			return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
			#else
			return texture2D( tDepth, screenPosition ).x;
			#endif
		}

		float getViewZ( const in float depth ) {
			#if PERSPECTIVE_CAMERA == 1
			return perspectiveDepthToViewZ( depth, nearClip, farClip );
			#else
			return orthographicDepthToViewZ( depth, nearClip, farClip );
			#endif
		}


		void main() {

			vec2 aspectcorrect = vec2( 1.0, aspect );

			float viewZ = getViewZ( getDepth( vUv ) );

			float factor = ( focus + viewZ ); // viewZ is <= 0, so this is a difference equation

			vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );

			vec2 dofblur9 = dofblur * 0.9;
			vec2 dofblur7 = dofblur * 0.7;
			vec2 dofblur4 = dofblur * 0.4;

			vec4 col = vec4( 0.0 );

			col += texture2D( tColor, vUv.xy );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.0,   0.4  ) * aspectcorrect ) * dofblur );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.15,  0.37 ) * aspectcorrect ) * dofblur );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.29,  0.29 ) * aspectcorrect ) * dofblur );
			col += texture2D( tColor, vUv.xy + ( vec2( -0.37,  0.15 ) * aspectcorrect ) * dofblur );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.40,  0.0  ) * aspectcorrect ) * dofblur );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.37, -0.15 ) * aspectcorrect ) * dofblur );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.29, -0.29 ) * aspectcorrect ) * dofblur );
			col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.0,  -0.4  ) * aspectcorrect ) * dofblur );
			col += texture2D( tColor, vUv.xy + ( vec2( -0.15,  0.37 ) * aspectcorrect ) * dofblur );
			col += texture2D( tColor, vUv.xy + ( vec2( -0.29,  0.29 ) * aspectcorrect ) * dofblur );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.37,  0.15 ) * aspectcorrect ) * dofblur );
			col += texture2D( tColor, vUv.xy + ( vec2( -0.4,   0.0  ) * aspectcorrect ) * dofblur );
			col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );
			col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.15, -0.37 ) * aspectcorrect ) * dofblur );

			col += texture2D( tColor, vUv.xy + ( vec2(  0.15,  0.37 ) * aspectcorrect ) * dofblur9 );
			col += texture2D( tColor, vUv.xy + ( vec2( -0.37,  0.15 ) * aspectcorrect ) * dofblur9 );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.37, -0.15 ) * aspectcorrect ) * dofblur9 );
			col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );
			col += texture2D( tColor, vUv.xy + ( vec2( -0.15,  0.37 ) * aspectcorrect ) * dofblur9 );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.37,  0.15 ) * aspectcorrect ) * dofblur9 );
			col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.15, -0.37 ) * aspectcorrect ) * dofblur9 );

			col += texture2D( tColor, vUv.xy + ( vec2(  0.29,  0.29 ) * aspectcorrect ) * dofblur7 );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.40,  0.0  ) * aspectcorrect ) * dofblur7 );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.29, -0.29 ) * aspectcorrect ) * dofblur7 );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.0,  -0.4  ) * aspectcorrect ) * dofblur7 );
			col += texture2D( tColor, vUv.xy + ( vec2( -0.29,  0.29 ) * aspectcorrect ) * dofblur7 );
			col += texture2D( tColor, vUv.xy + ( vec2( -0.4,   0.0  ) * aspectcorrect ) * dofblur7 );
			col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.0,   0.4  ) * aspectcorrect ) * dofblur7 );

			col += texture2D( tColor, vUv.xy + ( vec2(  0.29,  0.29 ) * aspectcorrect ) * dofblur4 );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.4,   0.0  ) * aspectcorrect ) * dofblur4 );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.29, -0.29 ) * aspectcorrect ) * dofblur4 );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.0,  -0.4  ) * aspectcorrect ) * dofblur4 );
			col += texture2D( tColor, vUv.xy + ( vec2( -0.29,  0.29 ) * aspectcorrect ) * dofblur4 );
			col += texture2D( tColor, vUv.xy + ( vec2( -0.4,   0.0  ) * aspectcorrect ) * dofblur4 );
			col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );
			col += texture2D( tColor, vUv.xy + ( vec2(  0.0,   0.4  ) * aspectcorrect ) * dofblur4 );

			gl_FragColor = col / 41.0;
			gl_FragColor.a = 1.0;

		}`
	};

	THREE.BokehShader = BokehShader;

} )();