mirror of
https://github.com/DanielnetoDotCom/YouPHPTube
synced 2025-10-03 17:59:55 +02:00
159 lines
3.7 KiB
JavaScript
159 lines
3.7 KiB
JavaScript
/**
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* TODO
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*/
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THREE.DepthLimitedBlurShader = {
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defines: {
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'KERNEL_RADIUS': 4,
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'DEPTH_PACKING': 1,
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'PERSPECTIVE_CAMERA': 1
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},
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uniforms: {
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'tDiffuse': { value: null },
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'size': { value: new THREE.Vector2( 512, 512 ) },
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'sampleUvOffsets': { value: [ new THREE.Vector2( 0, 0 ) ] },
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'sampleWeights': { value: [ 1.0 ] },
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'tDepth': { value: null },
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'cameraNear': { value: 10 },
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'cameraFar': { value: 1000 },
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'depthCutoff': { value: 10 },
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},
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vertexShader: [
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'#include <common>',
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'uniform vec2 size;',
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'varying vec2 vUv;',
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'varying vec2 vInvSize;',
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'void main() {',
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' vUv = uv;',
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' vInvSize = 1.0 / size;',
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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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'#include <packing>',
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'uniform sampler2D tDiffuse;',
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'uniform sampler2D tDepth;',
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'uniform float cameraNear;',
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'uniform float cameraFar;',
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'uniform float depthCutoff;',
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'uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];',
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'uniform float sampleWeights[ KERNEL_RADIUS + 1 ];',
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'varying vec2 vUv;',
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'varying vec2 vInvSize;',
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'float getDepth( const in vec2 screenPosition ) {',
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' #if DEPTH_PACKING == 1',
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' return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );',
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' #else',
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' return texture2D( tDepth, screenPosition ).x;',
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' #endif',
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'}',
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'float getViewZ( const in float depth ) {',
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' #if PERSPECTIVE_CAMERA == 1',
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' return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );',
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' #else',
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' return orthographicDepthToViewZ( depth, cameraNear, cameraFar );',
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' #endif',
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'}',
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'void main() {',
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' float depth = getDepth( vUv );',
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' if( depth >= ( 1.0 - EPSILON ) ) {',
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' discard;',
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' }',
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' float centerViewZ = -getViewZ( depth );',
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' bool rBreak = false, lBreak = false;',
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' float weightSum = sampleWeights[0];',
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' vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;',
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' for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {',
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' float sampleWeight = sampleWeights[i];',
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' vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;',
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' vec2 sampleUv = vUv + sampleUvOffset;',
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' float viewZ = -getViewZ( getDepth( sampleUv ) );',
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' if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;',
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' if( ! rBreak ) {',
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' diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;',
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' weightSum += sampleWeight;',
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' }',
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' sampleUv = vUv - sampleUvOffset;',
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' viewZ = -getViewZ( getDepth( sampleUv ) );',
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' if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;',
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' if( ! lBreak ) {',
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' diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;',
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' weightSum += sampleWeight;',
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' }',
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' }',
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' gl_FragColor = diffuseSum / weightSum;',
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'}'
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].join( '\n' )
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};
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THREE.BlurShaderUtils = {
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createSampleWeights: function ( kernelRadius, stdDev ) {
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var gaussian = function ( x, stdDev ) {
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return Math.exp( - ( x * x ) / ( 2.0 * ( stdDev * stdDev ) ) ) / ( Math.sqrt( 2.0 * Math.PI ) * stdDev );
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};
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var weights = [];
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for ( var i = 0; i <= kernelRadius; i ++ ) {
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weights.push( gaussian( i, stdDev ) );
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}
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return weights;
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},
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createSampleOffsets: function ( kernelRadius, uvIncrement ) {
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var offsets = [];
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for ( var i = 0; i <= kernelRadius; i ++ ) {
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offsets.push( uvIncrement.clone().multiplyScalar( i ) );
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}
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return offsets;
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},
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configure: function ( material, kernelRadius, stdDev, uvIncrement ) {
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material.defines[ 'KERNEL_RADIUS' ] = kernelRadius;
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material.uniforms[ 'sampleUvOffsets' ].value = THREE.BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement );
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material.uniforms[ 'sampleWeights' ].value = THREE.BlurShaderUtils.createSampleWeights( kernelRadius, stdDev );
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material.needsUpdate = true;
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}
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};
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