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- /**
- * @author zz85 / https://github.com/zz85 | twitter.com/blurspline
- *
- * Depth-of-field shader with bokeh
- * ported from GLSL shader by Martins Upitis
- * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
- *
- * Requires #define RINGS and SAMPLES integers
- */
- THREE.BokehShader = {
- uniforms: {
- "textureWidth": { value: 1.0 },
- "textureHeight": { value: 1.0 },
- "focalDepth": { value: 1.0 },
- "focalLength": { value: 24.0 },
- "fstop": { value: 0.9 },
- "tColor": { value: null },
- "tDepth": { value: null },
- "maxblur": { value: 1.0 },
- "showFocus": { value: 0 },
- "manualdof": { value: 0 },
- "vignetting": { value: 0 },
- "depthblur": { value: 0 },
- "threshold": { value: 0.5 },
- "gain": { value: 2.0 },
- "bias": { value: 0.5 },
- "fringe": { value: 0.7 },
- "znear": { value: 0.1 },
- "zfar": { value: 100 },
- "noise": { value: 1 },
- "dithering": { value: 0.0001 },
- "pentagon": { value: 0 },
- "shaderFocus": { value: 1 },
- "focusCoords": { value: new THREE.Vector2() }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- "vUv = uv;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "#include <common>",
- "varying vec2 vUv;",
- "uniform sampler2D tColor;",
- "uniform sampler2D tDepth;",
- "uniform float textureWidth;",
- "uniform float textureHeight;",
- "uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below",
- "uniform float focalLength; //focal length in mm",
- "uniform float fstop; //f-stop value",
- "uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)",
- "/*",
- "make sure that these two values are the same for your camera, otherwise distances will be wrong.",
- "*/",
- "uniform float znear; // camera clipping start",
- "uniform float zfar; // camera clipping end",
- "//------------------------------------------",
- "//user variables",
- "const int samples = SAMPLES; //samples on the first ring",
- "const int rings = RINGS; //ring count",
- "const int maxringsamples = rings * samples;",
- "uniform bool manualdof; // manual dof calculation",
- "float ndofstart = 1.0; // near dof blur start",
- "float ndofdist = 2.0; // near dof blur falloff distance",
- "float fdofstart = 1.0; // far dof blur start",
- "float fdofdist = 3.0; // far dof blur falloff distance",
- "float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)",
- "uniform bool vignetting; // use optical lens vignetting",
- "float vignout = 1.3; // vignetting outer border",
- "float vignin = 0.0; // vignetting inner border",
- "float vignfade = 22.0; // f-stops till vignete fades",
- "uniform bool shaderFocus;",
- "// disable if you use external focalDepth value",
- "uniform vec2 focusCoords;",
- "// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)",
- "// if center of screen use vec2(0.5, 0.5);",
- "uniform float maxblur;",
- "//clamp value of max blur (0.0 = no blur, 1.0 default)",
- "uniform float threshold; // highlight threshold;",
- "uniform float gain; // highlight gain;",
- "uniform float bias; // bokeh edge bias",
- "uniform float fringe; // bokeh chromatic aberration / fringing",
- "uniform bool noise; //use noise instead of pattern for sample dithering",
- "uniform float dithering;",
- "uniform bool depthblur; // blur the depth buffer",
- "float dbsize = 1.25; // depth blur size",
- "/*",
- "next part is experimental",
- "not looking good with small sample and ring count",
- "looks okay starting from samples = 4, rings = 4",
- "*/",
- "uniform bool pentagon; //use pentagon as bokeh shape?",
- "float feather = 0.4; //pentagon shape feather",
- "//------------------------------------------",
- "float penta(vec2 coords) {",
- "//pentagonal shape",
- "float scale = float(rings) - 1.3;",
- "vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);",
- "vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);",
- "vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);",
- "vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);",
- "vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);",
- "vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);",
- "vec4 one = vec4( 1.0 );",
- "vec4 P = vec4((coords),vec2(scale, scale));",
- "vec4 dist = vec4(0.0);",
- "float inorout = -4.0;",
- "dist.x = dot( P, HS0 );",
- "dist.y = dot( P, HS1 );",
- "dist.z = dot( P, HS2 );",
- "dist.w = dot( P, HS3 );",
- "dist = smoothstep( -feather, feather, dist );",
- "inorout += dot( dist, one );",
- "dist.x = dot( P, HS4 );",
- "dist.y = HS5.w - abs( P.z );",
- "dist = smoothstep( -feather, feather, dist );",
- "inorout += dist.x;",
- "return clamp( inorout, 0.0, 1.0 );",
- "}",
- "float bdepth(vec2 coords) {",
- "// Depth buffer blur",
- "float d = 0.0;",
- "float kernel[9];",
- "vec2 offset[9];",
- "vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;",
- "offset[0] = vec2(-wh.x,-wh.y);",
- "offset[1] = vec2( 0.0, -wh.y);",
- "offset[2] = vec2( wh.x -wh.y);",
- "offset[3] = vec2(-wh.x, 0.0);",
- "offset[4] = vec2( 0.0, 0.0);",
- "offset[5] = vec2( wh.x, 0.0);",
- "offset[6] = vec2(-wh.x, wh.y);",
- "offset[7] = vec2( 0.0, wh.y);",
- "offset[8] = vec2( wh.x, wh.y);",
- "kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;",
- "kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;",
- "kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;",
- "for( int i=0; i<9; i++ ) {",
- "float tmp = texture2D(tDepth, coords + offset[i]).r;",
- "d += tmp * kernel[i];",
- "}",
- "return d;",
- "}",
- "vec3 color(vec2 coords,float blur) {",
- "//processing the sample",
- "vec3 col = vec3(0.0);",
- "vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);",
- "col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;",
- "col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;",
- "col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;",
- "vec3 lumcoeff = vec3(0.299,0.587,0.114);",
- "float lum = dot(col.rgb, lumcoeff);",
- "float thresh = max((lum-threshold)*gain, 0.0);",
- "return col+mix(vec3(0.0),col,thresh*blur);",
- "}",
- "vec3 debugFocus(vec3 col, float blur, float depth) {",
- "float edge = 0.002*depth; //distance based edge smoothing",
- "float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);",
- "float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);",
- "col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);",
- "col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);",
- "return col;",
- "}",
- "float linearize(float depth) {",
- "return -zfar * znear / (depth * (zfar - znear) - zfar);",
- "}",
- "float vignette() {",
- "float dist = distance(vUv.xy, vec2(0.5,0.5));",
- "dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);",
- "return clamp(dist,0.0,1.0);",
- "}",
- "float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {",
- "float rings2 = float(rings);",
- "float step = PI*2.0 / float(ringsamples);",
- "float pw = cos(j*step)*i;",
- "float ph = sin(j*step)*i;",
- "float p = 1.0;",
- "if (pentagon) {",
- "p = penta(vec2(pw,ph));",
- "}",
- "col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;",
- "return 1.0 * mix(1.0, i /rings2, bias) * p;",
- "}",
- "void main() {",
- "//scene depth calculation",
- "float depth = linearize(texture2D(tDepth,vUv.xy).x);",
- "// Blur depth?",
- "if (depthblur) {",
- "depth = linearize(bdepth(vUv.xy));",
- "}",
- "//focal plane calculation",
- "float fDepth = focalDepth;",
- "if (shaderFocus) {",
- "fDepth = linearize(texture2D(tDepth,focusCoords).x);",
- "}",
- "// dof blur factor calculation",
- "float blur = 0.0;",
- "if (manualdof) {",
- "float a = depth-fDepth; // Focal plane",
- "float b = (a-fdofstart)/fdofdist; // Far DoF",
- "float c = (-a-ndofstart)/ndofdist; // Near Dof",
- "blur = (a>0.0) ? b : c;",
- "} else {",
- "float f = focalLength; // focal length in mm",
- "float d = fDepth*1000.0; // focal plane in mm",
- "float o = depth*1000.0; // depth in mm",
- "float a = (o*f)/(o-f);",
- "float b = (d*f)/(d-f);",
- "float c = (d-f)/(d*fstop*CoC);",
- "blur = abs(a-b)*c;",
- "}",
- "blur = clamp(blur,0.0,1.0);",
- "// calculation of pattern for dithering",
- "vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;",
- "// getting blur x and y step factor",
- "float w = (1.0/textureWidth)*blur*maxblur+noise.x;",
- "float h = (1.0/textureHeight)*blur*maxblur+noise.y;",
- "// calculation of final color",
- "vec3 col = vec3(0.0);",
- "if(blur < 0.05) {",
- "//some optimization thingy",
- "col = texture2D(tColor, vUv.xy).rgb;",
- "} else {",
- "col = texture2D(tColor, vUv.xy).rgb;",
- "float s = 1.0;",
- "int ringsamples;",
- "for (int i = 1; i <= rings; i++) {",
- "/*unboxstart*/",
- "ringsamples = i * samples;",
- "for (int j = 0 ; j < maxringsamples ; j++) {",
- "if (j >= ringsamples) break;",
- "s += gather(float(i), float(j), ringsamples, col, w, h, blur);",
- "}",
- "/*unboxend*/",
- "}",
- "col /= s; //divide by sample count",
- "}",
- "if (showFocus) {",
- "col = debugFocus(col, blur, depth);",
- "}",
- "if (vignetting) {",
- "col *= vignette();",
- "}",
- "gl_FragColor.rgb = col;",
- "gl_FragColor.a = 1.0;",
- "} "
- ].join( "\n" )
- };
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