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- /**
- * 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;
- }`
- };
- export { DOFMipMapShader };
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