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