/** * TODO */ import { Vector2 } from "../../../build/three.module.js"; var DepthLimitedBlurShader = { defines: { "KERNEL_RADIUS": 4, "DEPTH_PACKING": 1, "PERSPECTIVE_CAMERA": 1 }, uniforms: { "tDiffuse": { value: null }, "size": { value: new Vector2( 512, 512 ) }, "sampleUvOffsets": { value: [ new Vector2( 0, 0 ) ] }, "sampleWeights": { value: [ 1.0 ] }, "tDepth": { value: null }, "cameraNear": { value: 10 }, "cameraFar": { value: 1000 }, "depthCutoff": { value: 10 }, }, vertexShader: [ "#include <common>", "uniform vec2 size;", "varying vec2 vUv;", "varying vec2 vInvSize;", "void main() {", " vUv = uv;", " vInvSize = 1.0 / size;", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "#include <common>", "#include <packing>", "uniform sampler2D tDiffuse;", "uniform sampler2D tDepth;", "uniform float cameraNear;", "uniform float cameraFar;", "uniform float depthCutoff;", "uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];", "uniform float sampleWeights[ KERNEL_RADIUS + 1 ];", "varying vec2 vUv;", "varying vec2 vInvSize;", "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, cameraNear, cameraFar );", " #else", " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );", " #endif", "}", "void main() {", " float depth = getDepth( vUv );", " if( depth >= ( 1.0 - EPSILON ) ) {", " discard;", " }", " float centerViewZ = -getViewZ( depth );", " bool rBreak = false, lBreak = false;", " float weightSum = sampleWeights[0];", " vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;", " for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {", " float sampleWeight = sampleWeights[i];", " vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;", " vec2 sampleUv = vUv + sampleUvOffset;", " float viewZ = -getViewZ( getDepth( sampleUv ) );", " if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;", " if( ! rBreak ) {", " diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;", " weightSum += sampleWeight;", " }", " sampleUv = vUv - sampleUvOffset;", " viewZ = -getViewZ( getDepth( sampleUv ) );", " if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;", " if( ! lBreak ) {", " diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;", " weightSum += sampleWeight;", " }", " }", " gl_FragColor = diffuseSum / weightSum;", "}" ].join( "\n" ) }; var BlurShaderUtils = { createSampleWeights: function ( kernelRadius, stdDev ) { var gaussian = function ( x, stdDev ) { return Math.exp( - ( x * x ) / ( 2.0 * ( stdDev * stdDev ) ) ) / ( Math.sqrt( 2.0 * Math.PI ) * stdDev ); }; var weights = []; for ( var i = 0; i <= kernelRadius; i ++ ) { weights.push( gaussian( i, stdDev ) ); } return weights; }, createSampleOffsets: function ( kernelRadius, uvIncrement ) { var offsets = []; for ( var i = 0; i <= kernelRadius; i ++ ) { offsets.push( uvIncrement.clone().multiplyScalar( i ) ); } return offsets; }, configure: function ( material, kernelRadius, stdDev, uvIncrement ) { material.defines[ "KERNEL_RADIUS" ] = kernelRadius; material.uniforms[ "sampleUvOffsets" ].value = BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement ); material.uniforms[ "sampleWeights" ].value = BlurShaderUtils.createSampleWeights( kernelRadius, stdDev ); material.needsUpdate = true; } }; export { DepthLimitedBlurShader, BlurShaderUtils };