/** * @author alteredq / http://alteredqualia.com/ * * 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 */ var 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: 1.0 }, "nearClip": { value: 1.0 }, "farClip": { value: 1000.0 }, }, 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 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;", "}" ].join( "\n" ) }; export { BokehShader };