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( function () {
/**
* Depth-of-field shader using mipmaps
* - from Matt Handley @applmak
* - requires power-of-2 sized render target with enabled mipmaps
*/
const DOFMipMapShader = {
uniforms: {
'tColor': {
value: null
},
'tDepth': {
value: null
},
'focus': {
value: 1.0
},
'maxblur': {
value: 1.0
}
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
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;
}`
};
THREE.DOFMipMapShader = DOFMipMapShader;
} )();