398 lines
9.5 KiB
JavaScript
398 lines
9.5 KiB
JavaScript
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import {
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Vector2
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} from 'three';
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/**
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* Depth-of-field shader with bokeh
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* ported from GLSL shader by Martins Upitis
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* http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
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*
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* Requires #define RINGS and SAMPLES integers
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*/
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const BokehShader = {
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name: 'BokehShader',
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uniforms: {
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'textureWidth': { value: 1.0 },
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'textureHeight': { value: 1.0 },
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'focalDepth': { value: 1.0 },
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'focalLength': { value: 24.0 },
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'fstop': { value: 0.9 },
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'tColor': { value: null },
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'tDepth': { value: null },
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'maxblur': { value: 1.0 },
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'showFocus': { value: 0 },
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'manualdof': { value: 0 },
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'vignetting': { value: 0 },
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'depthblur': { value: 0 },
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'threshold': { value: 0.5 },
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'gain': { value: 2.0 },
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'bias': { value: 0.5 },
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'fringe': { value: 0.7 },
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'znear': { value: 0.1 },
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'zfar': { value: 100 },
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'noise': { value: 1 },
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'dithering': { value: 0.0001 },
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'pentagon': { value: 0 },
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'shaderFocus': { value: 1 },
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'focusCoords': { value: new Vector2() }
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},
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vertexShader: /* glsl */`
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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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fragmentShader: /* glsl */`
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#include <common>
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varying vec2 vUv;
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uniform sampler2D tColor;
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uniform sampler2D tDepth;
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uniform float textureWidth;
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uniform float textureHeight;
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uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below
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uniform float focalLength; //focal length in mm
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uniform float fstop; //f-stop value
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uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)
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/*
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make sure that these two values are the same for your camera, otherwise distances will be wrong.
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*/
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uniform float znear; // camera clipping start
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uniform float zfar; // camera clipping end
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//------------------------------------------
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//user variables
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const int samples = SAMPLES; //samples on the first ring
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const int rings = RINGS; //ring count
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const int maxringsamples = rings * samples;
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uniform bool manualdof; // manual dof calculation
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float ndofstart = 1.0; // near dof blur start
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float ndofdist = 2.0; // near dof blur falloff distance
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float fdofstart = 1.0; // far dof blur start
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float fdofdist = 3.0; // far dof blur falloff distance
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float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)
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uniform bool vignetting; // use optical lens vignetting
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float vignout = 1.3; // vignetting outer border
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float vignin = 0.0; // vignetting inner border
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float vignfade = 22.0; // f-stops till vignete fades
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uniform bool shaderFocus;
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// disable if you use external focalDepth value
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uniform vec2 focusCoords;
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// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
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// if center of screen use vec2(0.5, 0.5);
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uniform float maxblur;
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//clamp value of max blur (0.0 = no blur, 1.0 default)
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uniform float threshold; // highlight threshold;
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uniform float gain; // highlight gain;
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uniform float bias; // bokeh edge bias
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uniform float fringe; // bokeh chromatic aberration / fringing
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uniform bool noise; //use noise instead of pattern for sample dithering
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uniform float dithering;
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uniform bool depthblur; // blur the depth buffer
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float dbsize = 1.25; // depth blur size
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/*
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next part is experimental
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not looking good with small sample and ring count
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looks okay starting from samples = 4, rings = 4
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*/
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uniform bool pentagon; //use pentagon as bokeh shape?
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float feather = 0.4; //pentagon shape feather
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//------------------------------------------
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float penta(vec2 coords) {
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//pentagonal shape
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float scale = float(rings) - 1.3;
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vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);
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vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);
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vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
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vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);
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vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);
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vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);
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vec4 one = vec4( 1.0 );
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vec4 P = vec4((coords),vec2(scale, scale));
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vec4 dist = vec4(0.0);
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float inorout = -4.0;
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dist.x = dot( P, HS0 );
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dist.y = dot( P, HS1 );
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dist.z = dot( P, HS2 );
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dist.w = dot( P, HS3 );
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dist = smoothstep( -feather, feather, dist );
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inorout += dot( dist, one );
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dist.x = dot( P, HS4 );
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dist.y = HS5.w - abs( P.z );
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dist = smoothstep( -feather, feather, dist );
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inorout += dist.x;
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return clamp( inorout, 0.0, 1.0 );
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}
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float bdepth(vec2 coords) {
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// Depth buffer blur
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float d = 0.0;
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float kernel[9];
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vec2 offset[9];
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vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;
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offset[0] = vec2(-wh.x,-wh.y);
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offset[1] = vec2( 0.0, -wh.y);
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offset[2] = vec2( wh.x -wh.y);
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offset[3] = vec2(-wh.x, 0.0);
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offset[4] = vec2( 0.0, 0.0);
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offset[5] = vec2( wh.x, 0.0);
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offset[6] = vec2(-wh.x, wh.y);
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offset[7] = vec2( 0.0, wh.y);
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offset[8] = vec2( wh.x, wh.y);
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kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
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kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
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kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
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for( int i=0; i<9; i++ ) {
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float tmp = texture2D(tDepth, coords + offset[i]).r;
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d += tmp * kernel[i];
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}
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return d;
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}
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vec3 color(vec2 coords,float blur) {
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//processing the sample
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vec3 col = vec3(0.0);
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vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);
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col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;
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col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
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col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
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vec3 lumcoeff = vec3(0.299,0.587,0.114);
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float lum = dot(col.rgb, lumcoeff);
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float thresh = max((lum-threshold)*gain, 0.0);
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return col+mix(vec3(0.0),col,thresh*blur);
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}
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vec3 debugFocus(vec3 col, float blur, float depth) {
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float edge = 0.002*depth; //distance based edge smoothing
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float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
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float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
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col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
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col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
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return col;
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}
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float linearize(float depth) {
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return -zfar * znear / (depth * (zfar - znear) - zfar);
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}
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float vignette() {
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float dist = distance(vUv.xy, vec2(0.5,0.5));
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dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);
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return clamp(dist,0.0,1.0);
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}
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float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {
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float rings2 = float(rings);
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float step = PI*2.0 / float(ringsamples);
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float pw = cos(j*step)*i;
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float ph = sin(j*step)*i;
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float p = 1.0;
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if (pentagon) {
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p = penta(vec2(pw,ph));
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}
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col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;
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return 1.0 * mix(1.0, i /rings2, bias) * p;
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}
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void main() {
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//scene depth calculation
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float depth = linearize(texture2D(tDepth,vUv.xy).x);
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// Blur depth?
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if ( depthblur ) {
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depth = linearize(bdepth(vUv.xy));
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}
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//focal plane calculation
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float fDepth = focalDepth;
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if (shaderFocus) {
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fDepth = linearize(texture2D(tDepth,focusCoords).x);
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}
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// dof blur factor calculation
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float blur = 0.0;
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if (manualdof) {
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float a = depth-fDepth; // Focal plane
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float b = (a-fdofstart)/fdofdist; // Far DoF
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float c = (-a-ndofstart)/ndofdist; // Near Dof
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blur = (a>0.0) ? b : c;
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} else {
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float f = focalLength; // focal length in mm
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float d = fDepth*1000.0; // focal plane in mm
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float o = depth*1000.0; // depth in mm
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float a = (o*f)/(o-f);
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float b = (d*f)/(d-f);
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float c = (d-f)/(d*fstop*CoC);
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blur = abs(a-b)*c;
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}
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blur = clamp(blur,0.0,1.0);
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// calculation of pattern for dithering
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vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;
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// getting blur x and y step factor
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float w = (1.0/textureWidth)*blur*maxblur+noise.x;
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float h = (1.0/textureHeight)*blur*maxblur+noise.y;
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// calculation of final color
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vec3 col = vec3(0.0);
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if(blur < 0.05) {
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//some optimization thingy
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col = texture2D(tColor, vUv.xy).rgb;
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} else {
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col = texture2D(tColor, vUv.xy).rgb;
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float s = 1.0;
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int ringsamples;
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for (int i = 1; i <= rings; i++) {
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/*unboxstart*/
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ringsamples = i * samples;
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for (int j = 0 ; j < maxringsamples ; j++) {
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if (j >= ringsamples) break;
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s += gather(float(i), float(j), ringsamples, col, w, h, blur);
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}
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/*unboxend*/
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}
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col /= s; //divide by sample count
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}
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if (showFocus) {
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col = debugFocus(col, blur, depth);
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}
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if (vignetting) {
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col *= vignette();
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}
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gl_FragColor.rgb = col;
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gl_FragColor.a = 1.0;
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#include <tonemapping_fragment>
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#include <colorspace_fragment>
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}`
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};
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const BokehDepthShader = {
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name: 'BokehDepthShader',
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uniforms: {
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'mNear': { value: 1.0 },
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'mFar': { value: 1000.0 },
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},
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vertexShader: /* glsl */`
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varying float vViewZDepth;
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void main() {
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#include <begin_vertex>
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#include <project_vertex>
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vViewZDepth = - mvPosition.z;
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}`,
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fragmentShader: /* glsl */`
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uniform float mNear;
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uniform float mFar;
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varying float vViewZDepth;
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void main() {
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float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );
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gl_FragColor = vec4( vec3( color ), 1.0 );
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}`
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};
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export { BokehShader, BokehDepthShader };
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