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							- /**
 
-  * Depth-of-field shader using mipmaps
 
-  * - from Matt Handley @applmak
 
-  * - requires power-of-2 sized render target with enabled mipmaps
 
-  */
 
- const DOFMipMapShader = {
 
- 	uniforms: {
 
- 		'tColor': { value: null },
 
- 		'tDepth': { value: null },
 
- 		'focus': { value: 1.0 },
 
- 		'maxblur': { value: 1.0 }
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 	fragmentShader: /* glsl */`
 
- 		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;
 
- 		}`
 
- };
 
- export { DOFMipMapShader };
 
 
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