/** * @author alteredq / http://alteredqualia.com/ * * Depth-of-field shader using mipmaps * - from Matt Handley @applmak * - requires power-of-2 sized render target with enabled mipmaps */ THREE.DOFMipMapShader = { uniforms: { "tColor": { type: "t", value: null }, "tDepth": { type: "t", value: null }, "focus": { type: "f", value: 1.0 }, "maxblur": { type: "f", value: 1.0 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "uniform float focus;", "uniform float maxblur;", "uniform sampler2D tColor;", "uniform sampler2D tDepth;", "varying vec2 vUv;", "void main() {", "vec4 depth = texture2D( tDepth, vUv );", "float factor = depth.x - focus;", "vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );", "gl_FragColor = col;", "gl_FragColor.a = 1.0;", "}" ].join("\n") };