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59 lines
982 B
59 lines
982 B
/**
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* @author alteredq / http://alteredqualia.com/
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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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THREE.DOFMipMapShader = {
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uniforms: {
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"tColor": { value: null },
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"tDepth": { value: null },
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"focus": { value: 1.0 },
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"maxblur": { value: 1.0 }
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},
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vertexShader: [
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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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].join( "\n" ),
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fragmentShader: [
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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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].join( "\n" )
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};
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