BokehPass修改
资源内容介绍
BokehPass修改 import {Vector2} from 'three';/** * 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 */const BokehShader = {name: '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 Vector2() }},vertexShader: `varying vec2 vUv;void main() {vUv = uv;gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );}`,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 belowuniform float focalLength; //focal length in mmuniform float fstop; //f-stop valueuniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)uniform float znear; // camera clipping startuniform float zfar; // camera clipping end//------------------------------------------//user variablesconst int samples = SAMPLES; //samples on the first ringconst int rings = RINGS; //ring countconst int maxringsamples = rings * samples;uniform bool manualdof; // manual dof calculationfloat ndofstart = 1.0; // near dof blur startfloat ndofdist = 2.0; // near dof blur falloff distancefloat fdofstart = 1.0; // far dof blur startfloat fdofdist = 3.0; // far dof blur falloff distancefloat CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)uniform bool vignetting; // use optical lens vignettingfloat vignout = 1.3; // vignetting outer borderfloat vignin = 0.0; // vignetting inner borderfloat vignfade = 22.0; // f-stops till vignete fadesuniform bool shaderFocus;// disable if you use external focalDepth valueuniform 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 biasuniform float fringe; // bokeh chromatic aberration / fringinguniform bool noise; //use noise instead of pattern for sample ditheringuniform float dithering;uniform bool depthblur; // blur the depth bufferfloat dbsize = 1.25; // depth blur sizeuniform bool pentagon; //use pentagon as bokeh shape?float feather = 0.4; //pentagon shape feather//------------------------------------------float penta(vec2 coords) {//pentagonal shapefloat 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 blurfloat 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 samplevec3 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 smoothingfloat 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 calculationfloat depth = linearize(texture2D(tDepth,vUv.xy).x);// Blur depth?if ( depthblur ) {depth = linearize(bdepth(vUv.xy));}//focal plane calculationfloat fDepth = focalDepth;if (shaderFocus) {fDepth = linearize(texture2D(tDepth,focusCoords).x);}// dof blur factor calculationfloat blur = 0.0;if (manualdof) {float a = depth-fDepth; // Focal planefloat b = (a-fdofstart)/fdofdist; // Far DoFfloat c = (-a-ndofstart)/ndofdist; // Near Dofblur = (a>0.0) ? b : c;} else {float f = focalLength; // focal length in mmfloat d = fDepth*1000.0; // focal plane in mmfloat o = depth*1000.0; // depth in mmfloat 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);// calcula