123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263 |
- ( function () {
- /**
- * 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;
- }`
- };
- THREE.DOFMipMapShader = DOFMipMapShader;
- } )();
|