| 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 };
 
 
  |