BokehShader.js 5.7 KB

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  1. /** @module BokehShader */
  2. /**
  3. * Depth-of-field shader with bokeh ported from
  4. * [GLSL shader by Martins Upitis]{@link http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html}.
  5. *
  6. * @constant
  7. * @type {Object}
  8. */
  9. const BokehShader = {
  10. name: 'BokehShader',
  11. defines: {
  12. 'DEPTH_PACKING': 1,
  13. 'PERSPECTIVE_CAMERA': 1,
  14. },
  15. uniforms: {
  16. 'tColor': { value: null },
  17. 'tDepth': { value: null },
  18. 'focus': { value: 1.0 },
  19. 'aspect': { value: 1.0 },
  20. 'aperture': { value: 0.025 },
  21. 'maxblur': { value: 0.01 },
  22. 'nearClip': { value: 1.0 },
  23. 'farClip': { value: 1000.0 },
  24. },
  25. vertexShader: /* glsl */`
  26. varying vec2 vUv;
  27. void main() {
  28. vUv = uv;
  29. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  30. }`,
  31. fragmentShader: /* glsl */`
  32. #include <common>
  33. varying vec2 vUv;
  34. uniform sampler2D tColor;
  35. uniform sampler2D tDepth;
  36. uniform float maxblur; // max blur amount
  37. uniform float aperture; // aperture - bigger values for shallower depth of field
  38. uniform float nearClip;
  39. uniform float farClip;
  40. uniform float focus;
  41. uniform float aspect;
  42. #include <packing>
  43. float getDepth( const in vec2 screenPosition ) {
  44. #if DEPTH_PACKING == 1
  45. return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
  46. #else
  47. return texture2D( tDepth, screenPosition ).x;
  48. #endif
  49. }
  50. float getViewZ( const in float depth ) {
  51. #if PERSPECTIVE_CAMERA == 1
  52. return perspectiveDepthToViewZ( depth, nearClip, farClip );
  53. #else
  54. return orthographicDepthToViewZ( depth, nearClip, farClip );
  55. #endif
  56. }
  57. void main() {
  58. vec2 aspectcorrect = vec2( 1.0, aspect );
  59. float viewZ = getViewZ( getDepth( vUv ) );
  60. float factor = ( focus + viewZ ); // viewZ is <= 0, so this is a difference equation
  61. vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );
  62. vec2 dofblur9 = dofblur * 0.9;
  63. vec2 dofblur7 = dofblur * 0.7;
  64. vec2 dofblur4 = dofblur * 0.4;
  65. vec4 col = vec4( 0.0 );
  66. col += texture2D( tColor, vUv.xy );
  67. col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );
  68. col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );
  69. col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );
  70. col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );
  71. col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );
  72. col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );
  73. col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );
  74. col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );
  75. col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );
  76. col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );
  77. col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );
  78. col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );
  79. col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );
  80. col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );
  81. col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );
  82. col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );
  83. col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );
  84. col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );
  85. col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );
  86. col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );
  87. col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );
  88. col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );
  89. col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );
  90. col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );
  91. col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );
  92. col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );
  93. col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );
  94. col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );
  95. col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );
  96. col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );
  97. col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );
  98. col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );
  99. col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );
  100. col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );
  101. col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );
  102. col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );
  103. col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );
  104. col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );
  105. col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );
  106. col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );
  107. gl_FragColor = col / 41.0;
  108. gl_FragColor.a = 1.0;
  109. }`
  110. };
  111. export { BokehShader };
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