import { abs, color, float, Fn, Loop, mix, nodeObject, perspectiveDepthToViewZ, reference, textureSize, uv, vec2, vec4, viewZToOrthographicDepth, int, If, array, ivec2 } from 'three/tsl'; /** * Performs a depth-aware blend between a base scene and a secondary effect (like godrays). * This function uses a Poisson disk sampling pattern to detect depth discontinuities * in the neighborhood of the current pixel. If an edge is detected, it shifts the * sampling coordinate for the blend node away from the edge to prevent light leaking/haloing. * * @param {Node} baseNode - The main scene/beauty pass texture node. * @param {Node} blendNode - The effect to be blended (e.g., Godrays, Bloom). * @param {Node} depthNode - The scene depth texture node. * @param {Camera} camera - The camera used for the scene. * @param {Object} [options={}] - Configuration for the blend effect. * @param {Node|Color} [options.blendColor=Color(0xff0000)] - The color applied to the blend node. * @param {Node | number} [options.edgeRadius=2] - The search radius (in pixels) for detecting depth edges. * @param {Node | number} [options.edgeStrength=2] - How far to "push" the UV away from detected edges. * @returns {Node} The resulting blended color node. */ export const depthAwareBlend = /*#__PURE__*/ Fn( ( [ baseNode, blendNode, depthNode, camera, options = {} ] ) => { const uvNode = baseNode.uvNode || uv(); const cameraNear = reference( 'near', 'float', camera ); const cameraFar = reference( 'far', 'float', camera ); const blendColor = nodeObject( options.blendColor ) || color( 0xffffff ); const edgeRadius = nodeObject( options.edgeRadius ) || int( 2 ); const edgeStrength = nodeObject( options.edgeStrength ) || float( 2 ); const viewZ = perspectiveDepthToViewZ( depthNode, cameraNear, cameraFar ); const correctDepth = viewZToOrthographicDepth( viewZ, cameraNear, cameraFar ); const pushDir = vec2( 0.0 ).toVar(); const count = float( 0 ).toVar(); const resolution = ivec2( textureSize( baseNode ) ).toConst(); const pixelStep = vec2( 1 ).div( resolution ); const poissonDisk = array( [ vec2( 0.493393, 0.394269 ), vec2( 0.798547, 0.885922 ), vec2( 0.259143, 0.650754 ), vec2( 0.605322, 0.023588 ), vec2( - 0.574681, 0.137452 ), vec2( - 0.430397, - 0.638423 ), vec2( - 0.849487, - 0.366258 ), vec2( 0.170621, - 0.569941 ) ] ); Loop( 8, ( { i } ) => { const offset = poissonDisk.element( i ).mul( edgeRadius ); const sampleUv = uvNode.add( offset.mul( pixelStep ) ); const sampleDepth = depthNode.sample( sampleUv ); const sampleViewZ = perspectiveDepthToViewZ( sampleDepth, cameraNear, cameraFar ); const sampleLinearDepth = viewZToOrthographicDepth( sampleViewZ, cameraNear, cameraFar ); If( abs( sampleLinearDepth.sub( correctDepth ) ).lessThan( float( 0.05 ).mul( correctDepth ) ), () => { pushDir.addAssign( offset ); count.addAssign( 1 ); } ); } ); count.assign( count.equal( 0 ).select( 1, count ) ); pushDir.divAssign( count ).normalize(); const sampleUv = pushDir.length().greaterThan( 0 ).select( uvNode.add( edgeStrength.mul( pushDir.div( resolution ) ) ), uvNode ); const bestChoice = blendNode.sample( sampleUv ).r; const baseColor = baseNode.sample( uvNode ); return vec4( mix( baseColor, vec4( blendColor, 1 ), bestChoice ) ); } );