BokehShader2.js 9.5 KB

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  1. /**
  2. * @author zz85 / https://github.com/zz85 | twitter.com/blurspline
  3. *
  4. * Depth-of-field shader with bokeh
  5. * ported from GLSL shader by Martins Upitis
  6. * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
  7. *
  8. * Requires #define RINGS and SAMPLES integers
  9. */
  10. THREE.BokehShader = {
  11. uniforms: {
  12. "textureWidth": { value: 1.0 },
  13. "textureHeight": { value: 1.0 },
  14. "focalDepth": { value: 1.0 },
  15. "focalLength": { value: 24.0 },
  16. "fstop": { value: 0.9 },
  17. "tColor": { value: null },
  18. "tDepth": { value: null },
  19. "maxblur": { value: 1.0 },
  20. "showFocus": { value: 0 },
  21. "manualdof": { value: 0 },
  22. "vignetting": { value: 0 },
  23. "depthblur": { value: 0 },
  24. "threshold": { value: 0.5 },
  25. "gain": { value: 2.0 },
  26. "bias": { value: 0.5 },
  27. "fringe": { value: 0.7 },
  28. "znear": { value: 0.1 },
  29. "zfar": { value: 100 },
  30. "noise": { value: 1 },
  31. "dithering": { value: 0.0001 },
  32. "pentagon": { value: 0 },
  33. "shaderFocus": { value: 1 },
  34. "focusCoords": { value: new THREE.Vector2() }
  35. },
  36. vertexShader: [
  37. "varying vec2 vUv;",
  38. "void main() {",
  39. "vUv = uv;",
  40. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  41. "}"
  42. ].join( "\n" ),
  43. fragmentShader: [
  44. "#include <common>",
  45. "varying vec2 vUv;",
  46. "uniform sampler2D tColor;",
  47. "uniform sampler2D tDepth;",
  48. "uniform float textureWidth;",
  49. "uniform float textureHeight;",
  50. "uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below",
  51. "uniform float focalLength; //focal length in mm",
  52. "uniform float fstop; //f-stop value",
  53. "uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)",
  54. "/*",
  55. "make sure that these two values are the same for your camera, otherwise distances will be wrong.",
  56. "*/",
  57. "uniform float znear; // camera clipping start",
  58. "uniform float zfar; // camera clipping end",
  59. "//------------------------------------------",
  60. "//user variables",
  61. "const int samples = SAMPLES; //samples on the first ring",
  62. "const int rings = RINGS; //ring count",
  63. "const int maxringsamples = rings * samples;",
  64. "uniform bool manualdof; // manual dof calculation",
  65. "float ndofstart = 1.0; // near dof blur start",
  66. "float ndofdist = 2.0; // near dof blur falloff distance",
  67. "float fdofstart = 1.0; // far dof blur start",
  68. "float fdofdist = 3.0; // far dof blur falloff distance",
  69. "float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)",
  70. "uniform bool vignetting; // use optical lens vignetting",
  71. "float vignout = 1.3; // vignetting outer border",
  72. "float vignin = 0.0; // vignetting inner border",
  73. "float vignfade = 22.0; // f-stops till vignete fades",
  74. "uniform bool shaderFocus;",
  75. "// disable if you use external focalDepth value",
  76. "uniform vec2 focusCoords;",
  77. "// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)",
  78. "// if center of screen use vec2(0.5, 0.5);",
  79. "uniform float maxblur;",
  80. "//clamp value of max blur (0.0 = no blur, 1.0 default)",
  81. "uniform float threshold; // highlight threshold;",
  82. "uniform float gain; // highlight gain;",
  83. "uniform float bias; // bokeh edge bias",
  84. "uniform float fringe; // bokeh chromatic aberration / fringing",
  85. "uniform bool noise; //use noise instead of pattern for sample dithering",
  86. "uniform float dithering;",
  87. "uniform bool depthblur; // blur the depth buffer",
  88. "float dbsize = 1.25; // depth blur size",
  89. "/*",
  90. "next part is experimental",
  91. "not looking good with small sample and ring count",
  92. "looks okay starting from samples = 4, rings = 4",
  93. "*/",
  94. "uniform bool pentagon; //use pentagon as bokeh shape?",
  95. "float feather = 0.4; //pentagon shape feather",
  96. "//------------------------------------------",
  97. "float penta(vec2 coords) {",
  98. "//pentagonal shape",
  99. "float scale = float(rings) - 1.3;",
  100. "vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);",
  101. "vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);",
  102. "vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);",
  103. "vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);",
  104. "vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);",
  105. "vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);",
  106. "vec4 one = vec4( 1.0 );",
  107. "vec4 P = vec4((coords),vec2(scale, scale));",
  108. "vec4 dist = vec4(0.0);",
  109. "float inorout = -4.0;",
  110. "dist.x = dot( P, HS0 );",
  111. "dist.y = dot( P, HS1 );",
  112. "dist.z = dot( P, HS2 );",
  113. "dist.w = dot( P, HS3 );",
  114. "dist = smoothstep( -feather, feather, dist );",
  115. "inorout += dot( dist, one );",
  116. "dist.x = dot( P, HS4 );",
  117. "dist.y = HS5.w - abs( P.z );",
  118. "dist = smoothstep( -feather, feather, dist );",
  119. "inorout += dist.x;",
  120. "return clamp( inorout, 0.0, 1.0 );",
  121. "}",
  122. "float bdepth(vec2 coords) {",
  123. "// Depth buffer blur",
  124. "float d = 0.0;",
  125. "float kernel[9];",
  126. "vec2 offset[9];",
  127. "vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;",
  128. "offset[0] = vec2(-wh.x,-wh.y);",
  129. "offset[1] = vec2( 0.0, -wh.y);",
  130. "offset[2] = vec2( wh.x -wh.y);",
  131. "offset[3] = vec2(-wh.x, 0.0);",
  132. "offset[4] = vec2( 0.0, 0.0);",
  133. "offset[5] = vec2( wh.x, 0.0);",
  134. "offset[6] = vec2(-wh.x, wh.y);",
  135. "offset[7] = vec2( 0.0, wh.y);",
  136. "offset[8] = vec2( wh.x, wh.y);",
  137. "kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;",
  138. "kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;",
  139. "kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;",
  140. "for( int i=0; i<9; i++ ) {",
  141. "float tmp = texture2D(tDepth, coords + offset[i]).r;",
  142. "d += tmp * kernel[i];",
  143. "}",
  144. "return d;",
  145. "}",
  146. "vec3 color(vec2 coords,float blur) {",
  147. "//processing the sample",
  148. "vec3 col = vec3(0.0);",
  149. "vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);",
  150. "col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;",
  151. "col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;",
  152. "col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;",
  153. "vec3 lumcoeff = vec3(0.299,0.587,0.114);",
  154. "float lum = dot(col.rgb, lumcoeff);",
  155. "float thresh = max((lum-threshold)*gain, 0.0);",
  156. "return col+mix(vec3(0.0),col,thresh*blur);",
  157. "}",
  158. "vec3 debugFocus(vec3 col, float blur, float depth) {",
  159. "float edge = 0.002*depth; //distance based edge smoothing",
  160. "float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);",
  161. "float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);",
  162. "col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);",
  163. "col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);",
  164. "return col;",
  165. "}",
  166. "float linearize(float depth) {",
  167. "return -zfar * znear / (depth * (zfar - znear) - zfar);",
  168. "}",
  169. "float vignette() {",
  170. "float dist = distance(vUv.xy, vec2(0.5,0.5));",
  171. "dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);",
  172. "return clamp(dist,0.0,1.0);",
  173. "}",
  174. "float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {",
  175. "float rings2 = float(rings);",
  176. "float step = PI*2.0 / float(ringsamples);",
  177. "float pw = cos(j*step)*i;",
  178. "float ph = sin(j*step)*i;",
  179. "float p = 1.0;",
  180. "if (pentagon) {",
  181. "p = penta(vec2(pw,ph));",
  182. "}",
  183. "col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;",
  184. "return 1.0 * mix(1.0, i /rings2, bias) * p;",
  185. "}",
  186. "void main() {",
  187. "//scene depth calculation",
  188. "float depth = linearize(texture2D(tDepth,vUv.xy).x);",
  189. "// Blur depth?",
  190. "if (depthblur) {",
  191. "depth = linearize(bdepth(vUv.xy));",
  192. "}",
  193. "//focal plane calculation",
  194. "float fDepth = focalDepth;",
  195. "if (shaderFocus) {",
  196. "fDepth = linearize(texture2D(tDepth,focusCoords).x);",
  197. "}",
  198. "// dof blur factor calculation",
  199. "float blur = 0.0;",
  200. "if (manualdof) {",
  201. "float a = depth-fDepth; // Focal plane",
  202. "float b = (a-fdofstart)/fdofdist; // Far DoF",
  203. "float c = (-a-ndofstart)/ndofdist; // Near Dof",
  204. "blur = (a>0.0) ? b : c;",
  205. "} else {",
  206. "float f = focalLength; // focal length in mm",
  207. "float d = fDepth*1000.0; // focal plane in mm",
  208. "float o = depth*1000.0; // depth in mm",
  209. "float a = (o*f)/(o-f);",
  210. "float b = (d*f)/(d-f);",
  211. "float c = (d-f)/(d*fstop*CoC);",
  212. "blur = abs(a-b)*c;",
  213. "}",
  214. "blur = clamp(blur,0.0,1.0);",
  215. "// calculation of pattern for dithering",
  216. "vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;",
  217. "// getting blur x and y step factor",
  218. "float w = (1.0/textureWidth)*blur*maxblur+noise.x;",
  219. "float h = (1.0/textureHeight)*blur*maxblur+noise.y;",
  220. "// calculation of final color",
  221. "vec3 col = vec3(0.0);",
  222. "if(blur < 0.05) {",
  223. "//some optimization thingy",
  224. "col = texture2D(tColor, vUv.xy).rgb;",
  225. "} else {",
  226. "col = texture2D(tColor, vUv.xy).rgb;",
  227. "float s = 1.0;",
  228. "int ringsamples;",
  229. "for (int i = 1; i <= rings; i++) {",
  230. "/*unboxstart*/",
  231. "ringsamples = i * samples;",
  232. "for (int j = 0 ; j < maxringsamples ; j++) {",
  233. "if (j >= ringsamples) break;",
  234. "s += gather(float(i), float(j), ringsamples, col, w, h, blur);",
  235. "}",
  236. "/*unboxend*/",
  237. "}",
  238. "col /= s; //divide by sample count",
  239. "}",
  240. "if (showFocus) {",
  241. "col = debugFocus(col, blur, depth);",
  242. "}",
  243. "if (vignetting) {",
  244. "col *= vignette();",
  245. "}",
  246. "gl_FragColor.rgb = col;",
  247. "gl_FragColor.a = 1.0;",
  248. "} "
  249. ].join( "\n" )
  250. };