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