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- ( function () {
- /**
- * 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 THREE.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 );
- }`
- };
- THREE.BokehDepthShader = BokehDepthShader;
- THREE.BokehShader = BokehShader;
- } )();
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