node-ejs-renderer/node_modules/three/examples/jsm/shaders/BokehShader.js

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2024-06-09 13:55:01 -04:00
/**
* Depth-of-field shader with bokeh
* ported from GLSL shader by Martins Upitis
* http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
*/
const BokehShader = {
name: 'BokehShader',
defines: {
'DEPTH_PACKING': 1,
'PERSPECTIVE_CAMERA': 1,
},
uniforms: {
'tColor': { value: null },
'tDepth': { value: null },
'focus': { value: 1.0 },
'aspect': { value: 1.0 },
'aperture': { value: 0.025 },
'maxblur': { value: 0.01 },
'nearClip': { value: 1.0 },
'farClip': { value: 1000.0 },
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
#include <common>
varying vec2 vUv;
uniform sampler2D tColor;
uniform sampler2D tDepth;
uniform float maxblur; // max blur amount
uniform float aperture; // aperture - bigger values for shallower depth of field
uniform float nearClip;
uniform float farClip;
uniform float focus;
uniform float aspect;
#include <packing>
float getDepth( const in vec2 screenPosition ) {
#if DEPTH_PACKING == 1
return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
#else
return texture2D( tDepth, screenPosition ).x;
#endif
}
float getViewZ( const in float depth ) {
#if PERSPECTIVE_CAMERA == 1
return perspectiveDepthToViewZ( depth, nearClip, farClip );
#else
return orthographicDepthToViewZ( depth, nearClip, farClip );
#endif
}
void main() {
vec2 aspectcorrect = vec2( 1.0, aspect );
float viewZ = getViewZ( getDepth( vUv ) );
float factor = ( focus + viewZ ); // viewZ is <= 0, so this is a difference equation
vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );
vec2 dofblur9 = dofblur * 0.9;
vec2 dofblur7 = dofblur * 0.7;
vec2 dofblur4 = dofblur * 0.4;
vec4 col = vec4( 0.0 );
col += texture2D( tColor, vUv.xy );
col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );
col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );
col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );
col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );
col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );
col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );
col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );
col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );
col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );
col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );
col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );
col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );
col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );
col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );
col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );
col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );
col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );
col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );
col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );
col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );
col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );
col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );
col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );
col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );
col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );
col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );
col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );
col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );
col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );
col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );
col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );
col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );
col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );
col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );
col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );
col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );
col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );
col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );
col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );
col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );
gl_FragColor = col / 41.0;
gl_FragColor.a = 1.0;
}`
};
export { BokehShader };