| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390 | import {	Vector2} from '../../../build/three.module.js';/** * Depth-of-field shader with bokeh * ported from GLSL shader by Martins Upitis * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update) * * Requires #define RINGS and SAMPLES integers */const BokehShader = {	uniforms: {		'textureWidth': { value: 1.0 },		'textureHeight': { value: 1.0 },		'focalDepth': { value: 1.0 },		'focalLength': { value: 24.0 },		'fstop': { value: 0.9 },		'tColor': { value: null },		'tDepth': { value: null },		'maxblur': { value: 1.0 },		'showFocus': { value: 0 },		'manualdof': { value: 0 },		'vignetting': { value: 0 },		'depthblur': { value: 0 },		'threshold': { value: 0.5 },		'gain': { value: 2.0 },		'bias': { value: 0.5 },		'fringe': { value: 0.7 },		'znear': { value: 0.1 },		'zfar': { value: 100 },		'noise': { value: 1 },		'dithering': { value: 0.0001 },		'pentagon': { value: 0 },		'shaderFocus': { value: 1 },		'focusCoords': { value: new Vector2() }	},	vertexShader: /* glsl */`		varying vec2 vUv;		void main() {			vUv = uv;			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );		}`,	fragmentShader: /* glsl */`		#include <common>		varying vec2 vUv;		uniform sampler2D tColor;		uniform sampler2D tDepth;		uniform float textureWidth;		uniform float textureHeight;		uniform float focalDepth;  //focal distance value in meters, but you may use autofocus option below		uniform float focalLength; //focal length in mm		uniform float fstop; //f-stop value		uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)		/*		make sure that these two values are the same for your camera, otherwise distances will be wrong.		*/		uniform float znear; // camera clipping start		uniform float zfar; // camera clipping end		//------------------------------------------		//user variables		const int samples = SAMPLES; //samples on the first ring		const int rings = RINGS; //ring count		const int maxringsamples = rings * samples;		uniform bool manualdof; // manual dof calculation		float ndofstart = 1.0; // near dof blur start		float ndofdist = 2.0; // near dof blur falloff distance		float fdofstart = 1.0; // far dof blur start		float fdofdist = 3.0; // far dof blur falloff distance		float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)		uniform bool vignetting; // use optical lens vignetting		float vignout = 1.3; // vignetting outer border		float vignin = 0.0; // vignetting inner border		float vignfade = 22.0; // f-stops till vignete fades		uniform bool shaderFocus;		// disable if you use external focalDepth value		uniform vec2 focusCoords;		// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)		// if center of screen use vec2(0.5, 0.5);		uniform float maxblur;		//clamp value of max blur (0.0 = no blur, 1.0 default)		uniform float threshold; // highlight threshold;		uniform float gain; // highlight gain;		uniform float bias; // bokeh edge bias		uniform float fringe; // bokeh chromatic aberration / fringing		uniform bool noise; //use noise instead of pattern for sample dithering		uniform float dithering;		uniform bool depthblur; // blur the depth buffer		float dbsize = 1.25; // depth blur size		/*		next part is experimental		not looking good with small sample and ring count		looks okay starting from samples = 4, rings = 4		*/		uniform bool pentagon; //use pentagon as bokeh shape?		float feather = 0.4; //pentagon shape feather		//------------------------------------------		float penta(vec2 coords) {			//pentagonal shape			float scale = float(rings) - 1.3;			vec4  HS0 = vec4( 1.0,         0.0,         0.0,  1.0);			vec4  HS1 = vec4( 0.309016994, 0.951056516, 0.0,  1.0);			vec4  HS2 = vec4(-0.809016994, 0.587785252, 0.0,  1.0);			vec4  HS3 = vec4(-0.809016994,-0.587785252, 0.0,  1.0);			vec4  HS4 = vec4( 0.309016994,-0.951056516, 0.0,  1.0);			vec4  HS5 = vec4( 0.0        ,0.0         , 1.0,  1.0);			vec4  one = vec4( 1.0 );			vec4 P = vec4((coords),vec2(scale, scale));			vec4 dist = vec4(0.0);			float inorout = -4.0;			dist.x = dot( P, HS0 );			dist.y = dot( P, HS1 );			dist.z = dot( P, HS2 );			dist.w = dot( P, HS3 );			dist = smoothstep( -feather, feather, dist );			inorout += dot( dist, one );			dist.x = dot( P, HS4 );			dist.y = HS5.w - abs( P.z );			dist = smoothstep( -feather, feather, dist );			inorout += dist.x;			return clamp( inorout, 0.0, 1.0 );		}		float bdepth(vec2 coords) {			// Depth buffer blur			float d = 0.0;			float kernel[9];			vec2 offset[9];			vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;			offset[0] = vec2(-wh.x,-wh.y);			offset[1] = vec2( 0.0, -wh.y);			offset[2] = vec2( wh.x -wh.y);			offset[3] = vec2(-wh.x,  0.0);			offset[4] = vec2( 0.0,   0.0);			offset[5] = vec2( wh.x,  0.0);			offset[6] = vec2(-wh.x, wh.y);			offset[7] = vec2( 0.0,  wh.y);			offset[8] = vec2( wh.x, wh.y);			kernel[0] = 1.0/16.0;   kernel[1] = 2.0/16.0;   kernel[2] = 1.0/16.0;			kernel[3] = 2.0/16.0;   kernel[4] = 4.0/16.0;   kernel[5] = 2.0/16.0;			kernel[6] = 1.0/16.0;   kernel[7] = 2.0/16.0;   kernel[8] = 1.0/16.0;			for( int i=0; i<9; i++ ) {				float tmp = texture2D(tDepth, coords + offset[i]).r;				d += tmp * kernel[i];			}			return d;		}		vec3 color(vec2 coords,float blur) {			//processing the sample			vec3 col = vec3(0.0);			vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);			col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;			col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;			col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;			vec3 lumcoeff = vec3(0.299,0.587,0.114);			float lum = dot(col.rgb, lumcoeff);			float thresh = max((lum-threshold)*gain, 0.0);			return col+mix(vec3(0.0),col,thresh*blur);		}		vec3 debugFocus(vec3 col, float blur, float depth) {			float edge = 0.002*depth; //distance based edge smoothing			float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);			float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);			col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);			col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);			return col;		}		float linearize(float depth) {			return -zfar * znear / (depth * (zfar - znear) - zfar);		}		float vignette() {			float dist = distance(vUv.xy, vec2(0.5,0.5));			dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);			return clamp(dist,0.0,1.0);		}		float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {			float rings2 = float(rings);			float step = PI*2.0 / float(ringsamples);			float pw = cos(j*step)*i;			float ph = sin(j*step)*i;			float p = 1.0;			if (pentagon) {				p = penta(vec2(pw,ph));			}			col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;			return 1.0 * mix(1.0, i /rings2, bias) * p;		}		void main() {			//scene depth calculation			float depth = linearize(texture2D(tDepth,vUv.xy).x);			// Blur depth?			if ( depthblur ) {				depth = linearize(bdepth(vUv.xy));			}			//focal plane calculation			float fDepth = focalDepth;			if (shaderFocus) {				fDepth = linearize(texture2D(tDepth,focusCoords).x);			}			// dof blur factor calculation			float blur = 0.0;			if (manualdof) {				float a = depth-fDepth; // Focal plane				float b = (a-fdofstart)/fdofdist; // Far DoF				float c = (-a-ndofstart)/ndofdist; // Near Dof				blur = (a>0.0) ? b : c;			} else {				float f = focalLength; // focal length in mm				float d = fDepth*1000.0; // focal plane in mm				float o = depth*1000.0; // depth in mm				float a = (o*f)/(o-f);				float b = (d*f)/(d-f);				float c = (d-f)/(d*fstop*CoC);				blur = abs(a-b)*c;			}			blur = clamp(blur,0.0,1.0);			// calculation of pattern for dithering			vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;			// getting blur x and y step factor			float w = (1.0/textureWidth)*blur*maxblur+noise.x;			float h = (1.0/textureHeight)*blur*maxblur+noise.y;			// calculation of final color			vec3 col = vec3(0.0);			if(blur < 0.05) {				//some optimization thingy				col = texture2D(tColor, vUv.xy).rgb;			} else {				col = texture2D(tColor, vUv.xy).rgb;				float s = 1.0;				int ringsamples;				for (int i = 1; i <= rings; i++) {					/*unboxstart*/					ringsamples = i * samples;					for (int j = 0 ; j < maxringsamples ; j++) {						if (j >= ringsamples) break;						s += gather(float(i), float(j), ringsamples, col, w, h, blur);					}					/*unboxend*/				}				col /= s; //divide by sample count			}			if (showFocus) {				col = debugFocus(col, blur, depth);			}			if (vignetting) {				col *= vignette();			}			gl_FragColor.rgb = col;			gl_FragColor.a = 1.0;		}`};const BokehDepthShader = {	uniforms: {		'mNear': { value: 1.0 },		'mFar': { value: 1000.0 },	},	vertexShader: /* glsl */`		varying float vViewZDepth;		void main() {			#include <begin_vertex>			#include <project_vertex>			vViewZDepth = - mvPosition.z;		}`,	fragmentShader: /* glsl */`		uniform float mNear;		uniform float mFar;		varying float vViewZDepth;		void main() {			float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );			gl_FragColor = vec4( vec3( color ), 1.0 );		}`};export { BokehShader, BokehDepthShader };
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