mirror of
https://github.com/DanielnetoDotCom/YouPHPTube
synced 2025-10-03 17:59:55 +02:00
396 lines
9.9 KiB
JavaScript
396 lines
9.9 KiB
JavaScript
/**
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* Depth-of-field shader with bokeh
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* ported from GLSL shader by Martins Upitis
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* http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
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*
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* Requires #define RINGS and SAMPLES integers
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*/
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THREE.BokehShader = {
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uniforms: {
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'textureWidth': { value: 1.0 },
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'textureHeight': { value: 1.0 },
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'focalDepth': { value: 1.0 },
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'focalLength': { value: 24.0 },
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'fstop': { value: 0.9 },
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'tColor': { value: null },
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'tDepth': { value: null },
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'maxblur': { value: 1.0 },
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'showFocus': { value: 0 },
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'manualdof': { value: 0 },
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'vignetting': { value: 0 },
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'depthblur': { value: 0 },
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'threshold': { value: 0.5 },
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'gain': { value: 2.0 },
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'bias': { value: 0.5 },
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'fringe': { value: 0.7 },
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'znear': { value: 0.1 },
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'zfar': { value: 100 },
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'noise': { value: 1 },
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'dithering': { value: 0.0001 },
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'pentagon': { value: 0 },
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'shaderFocus': { value: 1 },
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'focusCoords': { value: new THREE.Vector2() }
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},
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vertexShader: [
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'varying vec2 vUv;',
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'void main() {',
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' vUv = uv;',
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' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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'}'
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].join( '\n' ),
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fragmentShader: [
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'#include <common>',
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'varying vec2 vUv;',
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'uniform sampler2D tColor;',
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'uniform sampler2D tDepth;',
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'uniform float textureWidth;',
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'uniform float textureHeight;',
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'uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below',
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'uniform float focalLength; //focal length in mm',
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'uniform float fstop; //f-stop value',
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'uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)',
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'/*',
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'make sure that these two values are the same for your camera, otherwise distances will be wrong.',
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'*/',
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'uniform float znear; // camera clipping start',
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'uniform float zfar; // camera clipping end',
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'//------------------------------------------',
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'//user variables',
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'const int samples = SAMPLES; //samples on the first ring',
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'const int rings = RINGS; //ring count',
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'const int maxringsamples = rings * samples;',
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'uniform bool manualdof; // manual dof calculation',
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'float ndofstart = 1.0; // near dof blur start',
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'float ndofdist = 2.0; // near dof blur falloff distance',
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'float fdofstart = 1.0; // far dof blur start',
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'float fdofdist = 3.0; // far dof blur falloff distance',
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'float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)',
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'uniform bool vignetting; // use optical lens vignetting',
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'float vignout = 1.3; // vignetting outer border',
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'float vignin = 0.0; // vignetting inner border',
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'float vignfade = 22.0; // f-stops till vignete fades',
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'uniform bool shaderFocus;',
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'// disable if you use external focalDepth value',
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'uniform vec2 focusCoords;',
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'// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)',
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'// if center of screen use vec2(0.5, 0.5);',
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'uniform float maxblur;',
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'//clamp value of max blur (0.0 = no blur, 1.0 default)',
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'uniform float threshold; // highlight threshold;',
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'uniform float gain; // highlight gain;',
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'uniform float bias; // bokeh edge bias',
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'uniform float fringe; // bokeh chromatic aberration / fringing',
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'uniform bool noise; //use noise instead of pattern for sample dithering',
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'uniform float dithering;',
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'uniform bool depthblur; // blur the depth buffer',
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'float dbsize = 1.25; // depth blur size',
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'/*',
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'next part is experimental',
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'not looking good with small sample and ring count',
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'looks okay starting from samples = 4, rings = 4',
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'*/',
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'uniform bool pentagon; //use pentagon as bokeh shape?',
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'float feather = 0.4; //pentagon shape feather',
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'//------------------------------------------',
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'float penta(vec2 coords) {',
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' //pentagonal shape',
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' float scale = float(rings) - 1.3;',
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' vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);',
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' vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);',
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' vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);',
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' vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);',
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' vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);',
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' vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);',
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' vec4 one = vec4( 1.0 );',
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' vec4 P = vec4((coords),vec2(scale, scale));',
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' vec4 dist = vec4(0.0);',
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' float inorout = -4.0;',
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' dist.x = dot( P, HS0 );',
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' dist.y = dot( P, HS1 );',
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' dist.z = dot( P, HS2 );',
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' dist.w = dot( P, HS3 );',
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' dist = smoothstep( -feather, feather, dist );',
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' inorout += dot( dist, one );',
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' dist.x = dot( P, HS4 );',
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' dist.y = HS5.w - abs( P.z );',
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' dist = smoothstep( -feather, feather, dist );',
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' inorout += dist.x;',
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' return clamp( inorout, 0.0, 1.0 );',
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'}',
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'float bdepth(vec2 coords) {',
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' // Depth buffer blur',
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' float d = 0.0;',
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' float kernel[9];',
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' vec2 offset[9];',
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' vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;',
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' offset[0] = vec2(-wh.x,-wh.y);',
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' offset[1] = vec2( 0.0, -wh.y);',
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' offset[2] = vec2( wh.x -wh.y);',
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' offset[3] = vec2(-wh.x, 0.0);',
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' offset[4] = vec2( 0.0, 0.0);',
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' offset[5] = vec2( wh.x, 0.0);',
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' offset[6] = vec2(-wh.x, wh.y);',
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' offset[7] = vec2( 0.0, wh.y);',
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' offset[8] = vec2( wh.x, wh.y);',
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' kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;',
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' kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;',
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' kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;',
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' for( int i=0; i<9; i++ ) {',
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' float tmp = texture2D(tDepth, coords + offset[i]).r;',
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' d += tmp * kernel[i];',
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' }',
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' return d;',
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'}',
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'vec3 color(vec2 coords,float blur) {',
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' //processing the sample',
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' vec3 col = vec3(0.0);',
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' vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);',
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' col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;',
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' col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;',
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' col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;',
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' vec3 lumcoeff = vec3(0.299,0.587,0.114);',
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' float lum = dot(col.rgb, lumcoeff);',
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' float thresh = max((lum-threshold)*gain, 0.0);',
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' return col+mix(vec3(0.0),col,thresh*blur);',
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'}',
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'vec3 debugFocus(vec3 col, float blur, float depth) {',
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' float edge = 0.002*depth; //distance based edge smoothing',
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' float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);',
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' float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);',
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' col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);',
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' col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);',
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' return col;',
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'}',
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'float linearize(float depth) {',
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' return -zfar * znear / (depth * (zfar - znear) - zfar);',
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'}',
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'float vignette() {',
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' float dist = distance(vUv.xy, vec2(0.5,0.5));',
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' dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);',
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' return clamp(dist,0.0,1.0);',
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'}',
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'float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {',
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' float rings2 = float(rings);',
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' float step = PI*2.0 / float(ringsamples);',
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' float pw = cos(j*step)*i;',
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' float ph = sin(j*step)*i;',
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' float p = 1.0;',
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' if (pentagon) {',
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' p = penta(vec2(pw,ph));',
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' }',
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' col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;',
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' return 1.0 * mix(1.0, i /rings2, bias) * p;',
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'}',
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'void main() {',
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' //scene depth calculation',
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' float depth = linearize(texture2D(tDepth,vUv.xy).x);',
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' // Blur depth?',
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' if ( depthblur ) {',
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' depth = linearize(bdepth(vUv.xy));',
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' }',
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' //focal plane calculation',
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' float fDepth = focalDepth;',
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' if (shaderFocus) {',
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' fDepth = linearize(texture2D(tDepth,focusCoords).x);',
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' }',
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' // dof blur factor calculation',
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' float blur = 0.0;',
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' if (manualdof) {',
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' float a = depth-fDepth; // Focal plane',
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' float b = (a-fdofstart)/fdofdist; // Far DoF',
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' float c = (-a-ndofstart)/ndofdist; // Near Dof',
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' blur = (a>0.0) ? b : c;',
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' } else {',
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' float f = focalLength; // focal length in mm',
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' float d = fDepth*1000.0; // focal plane in mm',
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' float o = depth*1000.0; // depth in mm',
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' float a = (o*f)/(o-f);',
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' float b = (d*f)/(d-f);',
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' float c = (d-f)/(d*fstop*CoC);',
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' blur = abs(a-b)*c;',
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' }',
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' blur = clamp(blur,0.0,1.0);',
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' // calculation of pattern for dithering',
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' vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;',
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' // getting blur x and y step factor',
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' float w = (1.0/textureWidth)*blur*maxblur+noise.x;',
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' float h = (1.0/textureHeight)*blur*maxblur+noise.y;',
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' // calculation of final color',
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' vec3 col = vec3(0.0);',
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' if(blur < 0.05) {',
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' //some optimization thingy',
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' col = texture2D(tColor, vUv.xy).rgb;',
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' } else {',
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' col = texture2D(tColor, vUv.xy).rgb;',
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' float s = 1.0;',
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' int ringsamples;',
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' for (int i = 1; i <= rings; i++) {',
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' /*unboxstart*/',
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' ringsamples = i * samples;',
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' for (int j = 0 ; j < maxringsamples ; j++) {',
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' if (j >= ringsamples) break;',
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' s += gather(float(i), float(j), ringsamples, col, w, h, blur);',
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' }',
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' /*unboxend*/',
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' }',
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' col /= s; //divide by sample count',
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' }',
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' if (showFocus) {',
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' col = debugFocus(col, blur, depth);',
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' }',
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' if (vignetting) {',
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' col *= vignette();',
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' }',
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' gl_FragColor.rgb = col;',
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' gl_FragColor.a = 1.0;',
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'} '
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].join( '\n' )
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};
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THREE.BokehDepthShader = {
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uniforms: {
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'mNear': { value: 1.0 },
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'mFar': { value: 1000.0 },
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},
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vertexShader: [
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'varying float vViewZDepth;',
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'void main() {',
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' #include <begin_vertex>',
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' #include <project_vertex>',
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' vViewZDepth = - mvPosition.z;',
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'}'
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].join( '\n' ),
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fragmentShader: [
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'uniform float mNear;',
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'uniform float mFar;',
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'varying float vViewZDepth;',
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'void main() {',
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' float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );',
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' gl_FragColor = vec4( vec3( color ), 1.0 );',
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'} '
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].join( '\n' )
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};
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