/** * @author zz85 / https://github.com/zz85 | twitter.com/blurspline * * 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 */ import { Vector2 } from "../../../build/three.module.js"; var 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 Vector2() } }, vertexShader: [ "varying vec2 vUv;", "void main() {", " vUv = uv;", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "#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;", "} " ].join( "\n" ) }; var BokehDepthShader = { uniforms: { "mNear": { value: 1.0 }, "mFar": { value: 1000.0 }, }, vertexShader: [ "varying float vViewZDepth;", "void main() {", " #include <begin_vertex>", " #include <project_vertex>", " vViewZDepth = - mvPosition.z;", "}" ].join( "\n" ), fragmentShader: [ "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 );", "} " ].join( "\n" ) }; export { BokehShader, BokehDepthShader };