BokehShader2.js 9.5 KB

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  1. import {
  2. Vector2
  3. } from 'three';
  4. /** @module BokehShader2 */
  5. /**
  6. * Depth-of-field shader with bokeh ported from
  7. * [GLSL shader by Martins Upitis]{@link http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)}.
  8. *
  9. * Requires #define RINGS and SAMPLES integers
  10. *
  11. * @constant
  12. * @type {Object}
  13. */
  14. const BokehShader = {
  15. name: 'BokehShader',
  16. uniforms: {
  17. 'textureWidth': { value: 1.0 },
  18. 'textureHeight': { value: 1.0 },
  19. 'focalDepth': { value: 1.0 },
  20. 'focalLength': { value: 24.0 },
  21. 'fstop': { value: 0.9 },
  22. 'tColor': { value: null },
  23. 'tDepth': { value: null },
  24. 'maxblur': { value: 1.0 },
  25. 'showFocus': { value: 0 },
  26. 'manualdof': { value: 0 },
  27. 'vignetting': { value: 0 },
  28. 'depthblur': { value: 0 },
  29. 'threshold': { value: 0.5 },
  30. 'gain': { value: 2.0 },
  31. 'bias': { value: 0.5 },
  32. 'fringe': { value: 0.7 },
  33. 'znear': { value: 0.1 },
  34. 'zfar': { value: 100 },
  35. 'noise': { value: 1 },
  36. 'dithering': { value: 0.0001 },
  37. 'pentagon': { value: 0 },
  38. 'shaderFocus': { value: 1 },
  39. 'focusCoords': { value: new Vector2() }
  40. },
  41. vertexShader: /* glsl */`
  42. varying vec2 vUv;
  43. void main() {
  44. vUv = uv;
  45. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  46. }`,
  47. fragmentShader: /* glsl */`
  48. #include <common>
  49. varying vec2 vUv;
  50. uniform sampler2D tColor;
  51. uniform sampler2D tDepth;
  52. uniform float textureWidth;
  53. uniform float textureHeight;
  54. uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below
  55. uniform float focalLength; //focal length in mm
  56. uniform float fstop; //f-stop value
  57. uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)
  58. /*
  59. make sure that these two values are the same for your camera, otherwise distances will be wrong.
  60. */
  61. uniform float znear; // camera clipping start
  62. uniform float zfar; // camera clipping end
  63. //------------------------------------------
  64. //user variables
  65. const int samples = SAMPLES; //samples on the first ring
  66. const int rings = RINGS; //ring count
  67. const int maxringsamples = rings * samples;
  68. uniform bool manualdof; // manual dof calculation
  69. float ndofstart = 1.0; // near dof blur start
  70. float ndofdist = 2.0; // near dof blur falloff distance
  71. float fdofstart = 1.0; // far dof blur start
  72. float fdofdist = 3.0; // far dof blur falloff distance
  73. float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)
  74. uniform bool vignetting; // use optical lens vignetting
  75. float vignout = 1.3; // vignetting outer border
  76. float vignin = 0.0; // vignetting inner border
  77. float vignfade = 22.0; // f-stops till vignette fades
  78. uniform bool shaderFocus;
  79. // disable if you use external focalDepth value
  80. uniform vec2 focusCoords;
  81. // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
  82. // if center of screen use vec2(0.5, 0.5);
  83. uniform float maxblur;
  84. //clamp value of max blur (0.0 = no blur, 1.0 default)
  85. uniform float threshold; // highlight threshold;
  86. uniform float gain; // highlight gain;
  87. uniform float bias; // bokeh edge bias
  88. uniform float fringe; // bokeh chromatic aberration / fringing
  89. uniform bool noise; //use noise instead of pattern for sample dithering
  90. uniform float dithering;
  91. uniform bool depthblur; // blur the depth buffer
  92. float dbsize = 1.25; // depth blur size
  93. /*
  94. next part is experimental
  95. not looking good with small sample and ring count
  96. looks okay starting from samples = 4, rings = 4
  97. */
  98. uniform bool pentagon; //use pentagon as bokeh shape?
  99. float feather = 0.4; //pentagon shape feather
  100. //------------------------------------------
  101. float penta(vec2 coords) {
  102. //pentagonal shape
  103. float scale = float(rings) - 1.3;
  104. vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);
  105. vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);
  106. vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
  107. vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);
  108. vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);
  109. vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);
  110. vec4 one = vec4( 1.0 );
  111. vec4 P = vec4((coords),vec2(scale, scale));
  112. vec4 dist = vec4(0.0);
  113. float inorout = -4.0;
  114. dist.x = dot( P, HS0 );
  115. dist.y = dot( P, HS1 );
  116. dist.z = dot( P, HS2 );
  117. dist.w = dot( P, HS3 );
  118. dist = smoothstep( -feather, feather, dist );
  119. inorout += dot( dist, one );
  120. dist.x = dot( P, HS4 );
  121. dist.y = HS5.w - abs( P.z );
  122. dist = smoothstep( -feather, feather, dist );
  123. inorout += dist.x;
  124. return clamp( inorout, 0.0, 1.0 );
  125. }
  126. float bdepth(vec2 coords) {
  127. // Depth buffer blur
  128. float d = 0.0;
  129. float kernel[9];
  130. vec2 offset[9];
  131. vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;
  132. offset[0] = vec2(-wh.x,-wh.y);
  133. offset[1] = vec2( 0.0, -wh.y);
  134. offset[2] = vec2( wh.x -wh.y);
  135. offset[3] = vec2(-wh.x, 0.0);
  136. offset[4] = vec2( 0.0, 0.0);
  137. offset[5] = vec2( wh.x, 0.0);
  138. offset[6] = vec2(-wh.x, wh.y);
  139. offset[7] = vec2( 0.0, wh.y);
  140. offset[8] = vec2( wh.x, wh.y);
  141. kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
  142. kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
  143. kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
  144. for( int i=0; i<9; i++ ) {
  145. float tmp = texture2D(tDepth, coords + offset[i]).r;
  146. d += tmp * kernel[i];
  147. }
  148. return d;
  149. }
  150. vec3 color(vec2 coords,float blur) {
  151. //processing the sample
  152. vec3 col = vec3(0.0);
  153. vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);
  154. col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;
  155. col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
  156. col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
  157. vec3 lumcoeff = vec3(0.299,0.587,0.114);
  158. float lum = dot(col.rgb, lumcoeff);
  159. float thresh = max((lum-threshold)*gain, 0.0);
  160. return col+mix(vec3(0.0),col,thresh*blur);
  161. }
  162. vec3 debugFocus(vec3 col, float blur, float depth) {
  163. float edge = 0.002*depth; //distance based edge smoothing
  164. float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
  165. float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
  166. col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
  167. col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
  168. return col;
  169. }
  170. float linearize(float depth) {
  171. return -zfar * znear / (depth * (zfar - znear) - zfar);
  172. }
  173. float vignette() {
  174. float dist = distance(vUv.xy, vec2(0.5,0.5));
  175. dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);
  176. return clamp(dist,0.0,1.0);
  177. }
  178. float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {
  179. float rings2 = float(rings);
  180. float step = PI*2.0 / float(ringsamples);
  181. float pw = cos(j*step)*i;
  182. float ph = sin(j*step)*i;
  183. float p = 1.0;
  184. if (pentagon) {
  185. p = penta(vec2(pw,ph));
  186. }
  187. col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;
  188. return 1.0 * mix(1.0, i /rings2, bias) * p;
  189. }
  190. void main() {
  191. //scene depth calculation
  192. float depth = linearize(texture2D(tDepth,vUv.xy).x);
  193. // Blur depth?
  194. if ( depthblur ) {
  195. depth = linearize(bdepth(vUv.xy));
  196. }
  197. //focal plane calculation
  198. float fDepth = focalDepth;
  199. if (shaderFocus) {
  200. fDepth = linearize(texture2D(tDepth,focusCoords).x);
  201. }
  202. // dof blur factor calculation
  203. float blur = 0.0;
  204. if (manualdof) {
  205. float a = depth-fDepth; // Focal plane
  206. float b = (a-fdofstart)/fdofdist; // Far DoF
  207. float c = (-a-ndofstart)/ndofdist; // Near Dof
  208. blur = (a>0.0) ? b : c;
  209. } else {
  210. float f = focalLength; // focal length in mm
  211. float d = fDepth*1000.0; // focal plane in mm
  212. float o = depth*1000.0; // depth in mm
  213. float a = (o*f)/(o-f);
  214. float b = (d*f)/(d-f);
  215. float c = (d-f)/(d*fstop*CoC);
  216. blur = abs(a-b)*c;
  217. }
  218. blur = clamp(blur,0.0,1.0);
  219. // calculation of pattern for dithering
  220. vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;
  221. // getting blur x and y step factor
  222. float w = (1.0/textureWidth)*blur*maxblur+noise.x;
  223. float h = (1.0/textureHeight)*blur*maxblur+noise.y;
  224. // calculation of final color
  225. vec3 col = vec3(0.0);
  226. if(blur < 0.05) {
  227. //some optimization thingy
  228. col = texture2D(tColor, vUv.xy).rgb;
  229. } else {
  230. col = texture2D(tColor, vUv.xy).rgb;
  231. float s = 1.0;
  232. int ringsamples;
  233. for (int i = 1; i <= rings; i++) {
  234. /*unboxstart*/
  235. ringsamples = i * samples;
  236. for (int j = 0 ; j < maxringsamples ; j++) {
  237. if (j >= ringsamples) break;
  238. s += gather(float(i), float(j), ringsamples, col, w, h, blur);
  239. }
  240. /*unboxend*/
  241. }
  242. col /= s; //divide by sample count
  243. }
  244. if (showFocus) {
  245. col = debugFocus(col, blur, depth);
  246. }
  247. if (vignetting) {
  248. col *= vignette();
  249. }
  250. gl_FragColor.rgb = col;
  251. gl_FragColor.a = 1.0;
  252. #include <tonemapping_fragment>
  253. #include <colorspace_fragment>
  254. }`
  255. };
  256. const BokehDepthShader = {
  257. name: 'BokehDepthShader',
  258. uniforms: {
  259. 'mNear': { value: 1.0 },
  260. 'mFar': { value: 1000.0 },
  261. },
  262. vertexShader: /* glsl */`
  263. varying float vViewZDepth;
  264. void main() {
  265. #include <begin_vertex>
  266. #include <project_vertex>
  267. vViewZDepth = - mvPosition.z;
  268. }`,
  269. fragmentShader: /* glsl */`
  270. uniform float mNear;
  271. uniform float mFar;
  272. varying float vViewZDepth;
  273. void main() {
  274. float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );
  275. gl_FragColor = vec4( vec3( color ), 1.0 );
  276. }`
  277. };
  278. export { BokehShader, BokehDepthShader };
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