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- 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 <common>",
- "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 <common>",
- "#include <packing>",
- "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;
- }
- };
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