| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166 | import {	Vector2} from '../../../build/three.module.js';/** * TODO */const DepthLimitedBlurShader = {	defines: {		'KERNEL_RADIUS': 4,		'DEPTH_PACKING': 1,		'PERSPECTIVE_CAMERA': 1	},	uniforms: {		'tDiffuse': { value: null },		'size': { value: new Vector2( 512, 512 ) },		'sampleUvOffsets': { value: [ new 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 );}export { DepthLimitedBlurShader, BlurShaderUtils };
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