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/DepthLimitedBlurShader.js
2023-12-11 11:59:56 -03:00

159 lines
3.7 KiB
JavaScript

/**
* TODO
*/
THREE.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: [
'#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 );',
'}'
].join( '\n' ),
fragmentShader: [
'#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;',
'}'
].join( '\n' )
};
THREE.BlurShaderUtils = {
createSampleWeights: function ( kernelRadius, stdDev ) {
var gaussian = function ( x, stdDev ) {
return Math.exp( - ( x * x ) / ( 2.0 * ( stdDev * stdDev ) ) ) / ( Math.sqrt( 2.0 * Math.PI ) * stdDev );
};
var weights = [];
for ( var i = 0; i <= kernelRadius; i ++ ) {
weights.push( gaussian( i, stdDev ) );
}
return weights;
},
createSampleOffsets: function ( kernelRadius, uvIncrement ) {
var offsets = [];
for ( var 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 = THREE.BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement );
material.uniforms[ 'sampleWeights' ].value = THREE.BlurShaderUtils.createSampleWeights( kernelRadius, stdDev );
material.needsUpdate = true;
}
};