( 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; } )();