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Oinktube/node_modules/three/examples/js/shaders/DOFMipMapShader.js
2023-12-11 11:59:56 -03:00

56 lines
923 B
JavaScript

/**
* Depth-of-field shader using mipmaps
* - from Matt Handley @applmak
* - requires power-of-2 sized render target with enabled mipmaps
*/
THREE.DOFMipMapShader = {
uniforms: {
'tColor': { value: null },
'tDepth': { value: null },
'focus': { value: 1.0 },
'maxblur': { value: 1.0 }
},
vertexShader: [
'varying vec2 vUv;',
'void main() {',
' vUv = uv;',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}'
].join( '\n' ),
fragmentShader: [
'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;',
'}'
].join( '\n' )
};