/** * @author zz85 / https://github.com/zz85 | twitter.com/blurspline * * Depth-of-field shader with bokeh * ported from GLSL shader by Martins Upitis * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update) * * Requires #define RINGS and SAMPLES integers */ THREE.BokehShader = { uniforms: { "textureWidth": { type: "f", value: 1.0 }, "textureHeight": { type: "f", value: 1.0 }, "focalDepth": { type: "f", value: 1.0 }, "focalLength": { type: "f", value: 24.0 }, "fstop": { type: "f", value: 0.9 }, "tColor": { type: "t", value: null }, "tDepth": { type: "t", value: null }, "maxblur": { type: "f", value: 1.0 }, "showFocus": { type: "i", value: 0 }, "manualdof": { type: "i", value: 0 }, "vignetting": { type: "i", value: 0 }, "depthblur": { type: "i", value: 0 }, "threshold": { type: "f", value: 0.5 }, "gain": { type: "f", value: 2.0 }, "bias": { type: "f", value: 0.5 }, "fringe": { type: "f", value: 0.7 }, "znear": { type: "f", value: 0.1 }, "zfar": { type: "f", value: 100 }, "noise": { type: "i", value: 1 }, "dithering": { type: "f", value: 0.0001 }, "pentagon": { type: "i", value: 0 }, "shaderFocus": { type: "i", value: 1 }, "focusCoords": { type: "v2", value: new THREE.Vector2() }, }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "varying vec2 vUv;", "uniform sampler2D tColor;", "uniform sampler2D tDepth;", "uniform float textureWidth;", "uniform float textureHeight;", "const float PI = 3.14159265;", "float width = textureWidth; //texture width", "float height = textureHeight; //texture height", "vec2 texel = vec2(1.0/width,1.0/height);", "uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below", "uniform float focalLength; //focal length in mm", "uniform float fstop; //f-stop value", "uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)", "/*", "make sure that these two values are the same for your camera, otherwise distances will be wrong.", "*/", "uniform float znear; // camera clipping start", "uniform float zfar; // camera clipping end", "//------------------------------------------", "//user variables", "const int samples = SAMPLES; //samples on the first ring", "const int rings = RINGS; //ring count", "const int maxringsamples = rings * samples;", "uniform bool manualdof; // manual dof calculation", "float ndofstart = 1.0; // near dof blur start", "float ndofdist = 2.0; // near dof blur falloff distance", "float fdofstart = 1.0; // far dof blur start", "float fdofdist = 3.0; // far dof blur falloff distance", "float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)", "uniform bool vignetting; // use optical lens vignetting", "float vignout = 1.3; // vignetting outer border", "float vignin = 0.0; // vignetting inner border", "float vignfade = 22.0; // f-stops till vignete fades", "uniform bool shaderFocus;", "bool autofocus = shaderFocus;", "//use autofocus in shader - use with focusCoords", "// disable if you use external focalDepth value", "uniform vec2 focusCoords;", "// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)", "// if center of screen use vec2(0.5, 0.5);", "uniform float maxblur;", "//clamp value of max blur (0.0 = no blur, 1.0 default)", "uniform float threshold; // highlight threshold;", "uniform float gain; // highlight gain;", "uniform float bias; // bokeh edge bias", "uniform float fringe; // bokeh chromatic aberration / fringing", "uniform bool noise; //use noise instead of pattern for sample dithering", "uniform float dithering;", "float namount = dithering; //dither amount", "uniform bool depthblur; // blur the depth buffer", "float dbsize = 1.25; // depth blur size", "/*", "next part is experimental", "not looking good with small sample and ring count", "looks okay starting from samples = 4, rings = 4", "*/", "uniform bool pentagon; //use pentagon as bokeh shape?", "float feather = 0.4; //pentagon shape feather", "//------------------------------------------", "float penta(vec2 coords) {", "//pentagonal shape", "float scale = float(rings) - 1.3;", "vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);", "vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);", "vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);", "vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);", "vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);", "vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);", "vec4 one = vec4( 1.0 );", "vec4 P = vec4((coords),vec2(scale, scale));", "vec4 dist = vec4(0.0);", "float inorout = -4.0;", "dist.x = dot( P, HS0 );", "dist.y = dot( P, HS1 );", "dist.z = dot( P, HS2 );", "dist.w = dot( P, HS3 );", "dist = smoothstep( -feather, feather, dist );", "inorout += dot( dist, one );", "dist.x = dot( P, HS4 );", "dist.y = HS5.w - abs( P.z );", "dist = smoothstep( -feather, feather, dist );", "inorout += dist.x;", "return clamp( inorout, 0.0, 1.0 );", "}", "float bdepth(vec2 coords) {", "// Depth buffer blur", "float d = 0.0;", "float kernel[9];", "vec2 offset[9];", "vec2 wh = vec2(texel.x, texel.y) * dbsize;", "offset[0] = vec2(-wh.x,-wh.y);", "offset[1] = vec2( 0.0, -wh.y);", "offset[2] = vec2( wh.x -wh.y);", "offset[3] = vec2(-wh.x, 0.0);", "offset[4] = vec2( 0.0, 0.0);", "offset[5] = vec2( wh.x, 0.0);", "offset[6] = vec2(-wh.x, wh.y);", "offset[7] = vec2( 0.0, wh.y);", "offset[8] = vec2( wh.x, wh.y);", "kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;", "kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;", "kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;", "for( int i=0; i<9; i++ ) {", "float tmp = texture2D(tDepth, coords + offset[i]).r;", "d += tmp * kernel[i];", "}", "return d;", "}", "vec3 color(vec2 coords,float blur) {", "//processing the sample", "vec3 col = vec3(0.0);", "col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;", "col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;", "col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;", "vec3 lumcoeff = vec3(0.299,0.587,0.114);", "float lum = dot(col.rgb, lumcoeff);", "float thresh = max((lum-threshold)*gain, 0.0);", "return col+mix(vec3(0.0),col,thresh*blur);", "}", "vec2 rand(vec2 coord) {", "// generating noise / pattern texture for dithering", "float noiseX = ((fract(1.0-coord.s*(width/2.0))*0.25)+(fract(coord.t*(height/2.0))*0.75))*2.0-1.0;", "float noiseY = ((fract(1.0-coord.s*(width/2.0))*0.75)+(fract(coord.t*(height/2.0))*0.25))*2.0-1.0;", "if (noise) {", "noiseX = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233))) * 43758.5453),0.0,1.0)*2.0-1.0;", "noiseY = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233)*2.0)) * 43758.5453),0.0,1.0)*2.0-1.0;", "}", "return vec2(noiseX,noiseY);", "}", "vec3 debugFocus(vec3 col, float blur, float depth) {", "float edge = 0.002*depth; //distance based edge smoothing", "float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);", "float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);", "col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);", "col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);", "return col;", "}", "float linearize(float depth) {", "return -zfar * znear / (depth * (zfar - znear) - zfar);", "}", "float vignette() {", "float dist = distance(vUv.xy, vec2(0.5,0.5));", "dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);", "return clamp(dist,0.0,1.0);", "}", "float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {", "float rings2 = float(rings);", "float step = PI*2.0 / float(ringsamples);", "float pw = cos(j*step)*i;", "float ph = sin(j*step)*i;", "float p = 1.0;", "if (pentagon) {", "p = penta(vec2(pw,ph));", "}", "col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;", "return 1.0 * mix(1.0, i /rings2, bias) * p;", "}", "void main() {", "//scene depth calculation", "float depth = linearize(texture2D(tDepth,vUv.xy).x);", "// Blur depth?", "if (depthblur) {", "depth = linearize(bdepth(vUv.xy));", "}", "//focal plane calculation", "float fDepth = focalDepth;", "if (autofocus) {", "fDepth = linearize(texture2D(tDepth,focusCoords).x);", "}", "// dof blur factor calculation", "float blur = 0.0;", "if (manualdof) {", "float a = depth-fDepth; // Focal plane", "float b = (a-fdofstart)/fdofdist; // Far DoF", "float c = (-a-ndofstart)/ndofdist; // Near Dof", "blur = (a>0.0) ? b : c;", "} else {", "float f = focalLength; // focal length in mm", "float d = fDepth*1000.0; // focal plane in mm", "float o = depth*1000.0; // depth in mm", "float a = (o*f)/(o-f);", "float b = (d*f)/(d-f);", "float c = (d-f)/(d*fstop*CoC);", "blur = abs(a-b)*c;", "}", "blur = clamp(blur,0.0,1.0);", "// calculation of pattern for dithering", "vec2 noise = rand(vUv.xy)*namount*blur;", "// getting blur x and y step factor", "float w = (1.0/width)*blur*maxblur+noise.x;", "float h = (1.0/height)*blur*maxblur+noise.y;", "// calculation of final color", "vec3 col = vec3(0.0);", "if(blur < 0.05) {", "//some optimization thingy", "col = texture2D(tColor, vUv.xy).rgb;", "} else {", "col = texture2D(tColor, vUv.xy).rgb;", "float s = 1.0;", "int ringsamples;", "for (int i = 1; i <= rings; i++) {", "/*unboxstart*/", "ringsamples = i * samples;", "for (int j = 0 ; j < maxringsamples ; j++) {", "if (j >= ringsamples) break;", "s += gather(float(i), float(j), ringsamples, col, w, h, blur);", "}", "/*unboxend*/", "}", "col /= s; //divide by sample count", "}", "if (showFocus) {", "col = debugFocus(col, blur, depth);", "}", "if (vignetting) {", "col *= vignette();", "}", "gl_FragColor.rgb = col;", "gl_FragColor.a = 1.0;", "} " ].join("\n") };