mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 23:44:56 +01:00
59 lines
1022 B
JavaScript
Executable File
59 lines
1022 B
JavaScript
Executable File
/**
|
|
* @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")
|
|
|
|
};
|