mirror of
https://github.com/DanielnetoDotCom/YouPHPTube
synced 2025-10-04 02:09:22 +02:00
144 lines
5.8 KiB
JavaScript
144 lines
5.8 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://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
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*/
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THREE.BokehShader = {
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defines: {
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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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'tColor': { value: null },
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'tDepth': { value: null },
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'focus': { value: 1.0 },
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'aspect': { value: 1.0 },
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'aperture': { value: 0.025 },
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'maxblur': { value: 0.01 },
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'nearClip': { value: 1.0 },
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'farClip': { value: 1000.0 },
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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 maxblur;', // max blur amount
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'uniform float aperture;', // aperture - bigger values for shallower depth of field
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'uniform float nearClip;',
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'uniform float farClip;',
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'uniform float focus;',
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'uniform float aspect;',
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'#include <packing>',
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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, nearClip, farClip );',
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' #else',
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' return orthographicDepthToViewZ( depth, nearClip, farClip );',
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' #endif',
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'}',
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'void main() {',
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' vec2 aspectcorrect = vec2( 1.0, aspect );',
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' float viewZ = getViewZ( getDepth( vUv ) );',
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' float factor = ( focus + viewZ );', // viewZ is <= 0, so this is a difference equation
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' vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );',
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' vec2 dofblur9 = dofblur * 0.9;',
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' vec2 dofblur7 = dofblur * 0.7;',
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' vec2 dofblur4 = dofblur * 0.4;',
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' vec4 col = vec4( 0.0 );',
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' col += texture2D( tColor, vUv.xy );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );',
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' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );',
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' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );',
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' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );',
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' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );',
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' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );',
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' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );',
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' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );',
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' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );',
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' gl_FragColor = col / 41.0;',
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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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