/** * @author alteredq / http://alteredqualia.com/ * * Depth-of-field shader using mipmaps * - from Matt Handley @applmak * - requires power-of-2 sized render target with enabled mipmaps */ var DOFMipMapShader = { uniforms: { "tColor": { value: null }, "tDepth": { value: null }, "focus": { value: 1.0 }, "maxblur": { value: 1.0 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", " vUv = uv;", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "uniform float focus;", "uniform float maxblur;", "uniform sampler2D tColor;", "uniform sampler2D tDepth;", "varying vec2 vUv;", "void main() {", " vec4 depth = texture2D( tDepth, vUv );", " float factor = depth.x - focus;", " vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );", " gl_FragColor = col;", " gl_FragColor.a = 1.0;", "}" ].join( "\n" ) }; export { DOFMipMapShader };