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							- ( function () {
 
- 	/**
 
-  * TODO
 
-  */
 
- 	const DepthLimitedBlurShader = {
 
- 		defines: {
 
- 			'KERNEL_RADIUS': 4,
 
- 			'DEPTH_PACKING': 1,
 
- 			'PERSPECTIVE_CAMERA': 1
 
- 		},
 
- 		uniforms: {
 
- 			'tDiffuse': {
 
- 				value: null
 
- 			},
 
- 			'size': {
 
- 				value: new THREE.Vector2( 512, 512 )
 
- 			},
 
- 			'sampleUvOffsets': {
 
- 				value: [ new THREE.Vector2( 0, 0 ) ]
 
- 			},
 
- 			'sampleWeights': {
 
- 				value: [ 1.0 ]
 
- 			},
 
- 			'tDepth': {
 
- 				value: null
 
- 			},
 
- 			'cameraNear': {
 
- 				value: 10
 
- 			},
 
- 			'cameraFar': {
 
- 				value: 1000
 
- 			},
 
- 			'depthCutoff': {
 
- 				value: 10
 
- 			}
 
- 		},
 
- 		vertexShader:
 
-   /* glsl */
 
-   `
 
- 		#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 );
 
- 		}`,
 
- 		fragmentShader:
 
-   /* glsl */
 
-   `
 
- 		#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;
 
- 		}`
 
- 	};
 
- 	const BlurShaderUtils = {
 
- 		createSampleWeights: function ( kernelRadius, stdDev ) {
 
- 			const weights = [];
 
- 			for ( let i = 0; i <= kernelRadius; i ++ ) {
 
- 				weights.push( gaussian( i, stdDev ) );
 
- 			}
 
- 			return weights;
 
- 		},
 
- 		createSampleOffsets: function ( kernelRadius, uvIncrement ) {
 
- 			const offsets = [];
 
- 			for ( let 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;
 
- 		}
 
- 	};
 
- 	function gaussian( x, stdDev ) {
 
- 		return Math.exp( - ( x * x ) / ( 2.0 * ( stdDev * stdDev ) ) ) / ( Math.sqrt( 2.0 * Math.PI ) * stdDev );
 
- 	}
 
- 	THREE.BlurShaderUtils = BlurShaderUtils;
 
- 	THREE.DepthLimitedBlurShader = DepthLimitedBlurShader;
 
- } )();
 
 
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