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156 lines
3.8 KiB
156 lines
3.8 KiB
THREE.DepthLimitedBlurShader = {
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defines: {
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'KERNEL_RADIUS': 4,
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'DEPTH_PACKING': 1,
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'PERSPECTIVE_CAMERA': 1
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},
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uniforms: {
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'tDiffuse': { type: 't', value: null },
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'size': { type: 'v2', value: new THREE.Vector2( 512, 512 ) },
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'sampleUvOffsets': { type: 'v2v', value: [ new THREE.Vector2( 0, 0 ) ] },
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'sampleWeights': { type: '1fv', value: [ 1.0 ] },
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'tDepth': { type: 't', value: null },
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'cameraNear': { type: 'f', value: 10 },
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'cameraFar': { type: 'f', value: 1000 },
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'depthCutoff': { type: 'f', value: 10 },
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},
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vertexShader: [
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"#include <common>",
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"uniform vec2 size;",
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"varying vec2 vUv;",
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"varying vec2 vInvSize;",
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"void main() {",
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" vUv = uv;",
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" vInvSize = 1.0 / size;",
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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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"#include <common>",
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"#include <packing>",
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"uniform sampler2D tDiffuse;",
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"uniform sampler2D tDepth;",
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"uniform float cameraNear;",
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"uniform float cameraFar;",
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"uniform float depthCutoff;",
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"uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];",
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"uniform float sampleWeights[ KERNEL_RADIUS + 1 ];",
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"varying vec2 vUv;",
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"varying vec2 vInvSize;",
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"float getDepth( const in vec2 screenPosition ) {",
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" #if DEPTH_PACKING == 1",
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" return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
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" #else",
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" return texture2D( tDepth, screenPosition ).x;",
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" #endif",
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"}",
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"float getViewZ( const in float depth ) {",
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" #if PERSPECTIVE_CAMERA == 1",
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" return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
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" #else",
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" return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
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" #endif",
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"}",
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"void main() {",
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" float depth = getDepth( vUv );",
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" if( depth >= ( 1.0 - EPSILON ) ) {",
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" discard;",
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" }",
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" float centerViewZ = -getViewZ( depth );",
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" bool rBreak = false, lBreak = false;",
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" float weightSum = sampleWeights[0];",
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" vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;",
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" for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {",
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" float sampleWeight = sampleWeights[i];",
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" vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;",
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" vec2 sampleUv = vUv + sampleUvOffset;",
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" float viewZ = -getViewZ( getDepth( sampleUv ) );",
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" if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;",
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" if( ! rBreak ) {",
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" diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
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" weightSum += sampleWeight;",
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" }",
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" sampleUv = vUv - sampleUvOffset;",
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" viewZ = -getViewZ( getDepth( sampleUv ) );",
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" if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;",
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" if( ! lBreak ) {",
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" diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
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" weightSum += sampleWeight;",
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" }",
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" }",
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" gl_FragColor = diffuseSum / weightSum;",
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"}"
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].join( "\n" )
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};
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THREE.BlurShaderUtils = {
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createSampleWeights: function ( kernelRadius, stdDev ) {
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var gaussian = function ( x, stdDev ) {
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return Math.exp( - ( x * x ) / ( 2.0 * ( stdDev * stdDev ) ) ) / ( Math.sqrt( 2.0 * Math.PI ) * stdDev );
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};
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var weights = [];
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for ( var i = 0; i <= kernelRadius; i ++ ) {
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weights.push( gaussian( i, stdDev ) );
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}
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return weights;
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},
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createSampleOffsets: function ( kernelRadius, uvIncrement ) {
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var offsets = [];
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for ( var i = 0; i <= kernelRadius; i ++ ) {
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offsets.push( uvIncrement.clone().multiplyScalar( i ) );
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}
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return offsets;
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},
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configure: function ( material, kernelRadius, stdDev, uvIncrement ) {
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material.defines[ 'KERNEL_RADIUS' ] = kernelRadius;
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material.uniforms[ 'sampleUvOffsets' ].value = THREE.BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement );
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material.uniforms[ 'sampleWeights' ].value = THREE.BlurShaderUtils.createSampleWeights( kernelRadius, stdDev );
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material.needsUpdate = true;
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}
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};
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