three 基础库
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( function () {
/**
* 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 = {
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:
/* 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 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;
}`
};
const BokehDepthShader = {
uniforms: {
'mNear': {
value: 1.0
},
'mFar': {
value: 1000.0
}
},
vertexShader:
/* glsl */
`
varying float vViewZDepth;
void main() {
#include <begin_vertex>
#include <project_vertex>
vViewZDepth = - mvPosition.z;
}`,
fragmentShader:
/* glsl */
`
uniform float mNear;
uniform float mFar;
varying float vViewZDepth;
void main() {
float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );
gl_FragColor = vec4( vec3( color ), 1.0 );
}`
};
THREE.BokehDepthShader = BokehDepthShader;
THREE.BokehShader = BokehShader;
} )();