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61 lines
963 B
61 lines
963 B
2 years ago
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( function () {
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/**
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* Depth-of-field shader using mipmaps
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* - from Matt Handley @applmak
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* - requires power-of-2 sized render target with enabled mipmaps
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*/
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const DOFMipMapShader = {
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uniforms: {
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'tColor': {
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value: null
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},
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'tDepth': {
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value: null
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},
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'focus': {
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value: 1.0
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},
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'maxblur': {
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value: 1.0
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}
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform float focus;
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uniform float maxblur;
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uniform sampler2D tColor;
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uniform sampler2D tDepth;
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varying vec2 vUv;
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void main() {
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vec4 depth = texture2D( tDepth, vUv );
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float factor = depth.x - focus;
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vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );
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gl_FragColor = col;
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gl_FragColor.a = 1.0;
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}`
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};
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THREE.DOFMipMapShader = DOFMipMapShader;
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} )();
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