Doodle3D-Slicer/three.js-master/examples/js/shaders/DOFMipMapShader.js
2017-06-22 13:21:07 +02:00

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")
};