1
0
Fork 0
mirror of https://github.com/DanielnetoDotCom/YouPHPTube synced 2025-10-03 17:59:55 +02:00
Oinktube/node_modules/three/examples/js/shaders/BokehShader.js
2023-12-11 11:59:56 -03:00

144 lines
5.8 KiB
JavaScript

/**
* Depth-of-field shader with bokeh
* ported from GLSL shader by Martins Upitis
* http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
*/
THREE.BokehShader = {
defines: {
'DEPTH_PACKING': 1,
'PERSPECTIVE_CAMERA': 1,
},
uniforms: {
'tColor': { value: null },
'tDepth': { value: null },
'focus': { value: 1.0 },
'aspect': { value: 1.0 },
'aperture': { value: 0.025 },
'maxblur': { value: 0.01 },
'nearClip': { value: 1.0 },
'farClip': { value: 1000.0 },
},
vertexShader: [
'varying vec2 vUv;',
'void main() {',
' vUv = uv;',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}'
].join( '\n' ),
fragmentShader: [
'#include <common>',
'varying vec2 vUv;',
'uniform sampler2D tColor;',
'uniform sampler2D tDepth;',
'uniform float maxblur;', // max blur amount
'uniform float aperture;', // aperture - bigger values for shallower depth of field
'uniform float nearClip;',
'uniform float farClip;',
'uniform float focus;',
'uniform float aspect;',
'#include <packing>',
'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, nearClip, farClip );',
' #else',
' return orthographicDepthToViewZ( depth, nearClip, farClip );',
' #endif',
'}',
'void main() {',
' vec2 aspectcorrect = vec2( 1.0, aspect );',
' float viewZ = getViewZ( getDepth( vUv ) );',
' float factor = ( focus + viewZ );', // viewZ is <= 0, so this is a difference equation
' vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );',
' vec2 dofblur9 = dofblur * 0.9;',
' vec2 dofblur7 = dofblur * 0.7;',
' vec2 dofblur4 = dofblur * 0.4;',
' vec4 col = vec4( 0.0 );',
' col += texture2D( tColor, vUv.xy );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );',
' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );',
' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );',
' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );',
' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );',
' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );',
' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );',
' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );',
' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );',
' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );',
' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );',
' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );',
' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );',
' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );',
' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );',
' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );',
' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );',
' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );',
' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );',
' gl_FragColor = col / 41.0;',
' gl_FragColor.a = 1.0;',
'}'
].join( '\n' )
};