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- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * Depth-of-field shader using mipmaps
- * - from Matt Handley @applmak
- * - requires power-of-2 sized render target with enabled mipmaps
- */
- THREE.DOFMipMapShader = {
- uniforms: {
- "tColor": { value: null },
- "tDepth": { value: null },
- "focus": { value: 1.0 },
- "maxblur": { value: 1.0 }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- "vUv = uv;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "uniform float focus;",
- "uniform float maxblur;",
- "uniform sampler2D tColor;",
- "uniform sampler2D tDepth;",
- "varying vec2 vUv;",
- "void main() {",
- "vec4 depth = texture2D( tDepth, vUv );",
- "float factor = depth.x - focus;",
- "vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );",
- "gl_FragColor = col;",
- "gl_FragColor.a = 1.0;",
- "}"
- ].join( "\n" )
- };
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