| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180 | ( function () {	/** * TODO */	const DepthLimitedBlurShader = {		defines: {			'KERNEL_RADIUS': 4,			'DEPTH_PACKING': 1,			'PERSPECTIVE_CAMERA': 1		},		uniforms: {			'tDiffuse': {				value: null			},			'size': {				value: new THREE.Vector2( 512, 512 )			},			'sampleUvOffsets': {				value: [ new THREE.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 );	}	THREE.BlurShaderUtils = BlurShaderUtils;	THREE.DepthLimitedBlurShader = DepthLimitedBlurShader;} )();
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