Doodle3D-Slicer/three.js-master/examples/js/shaders/BokehShader2.js
2015-06-12 15:58:26 +02:00

379 lines
10 KiB
JavaScript
Executable File

/**
* @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")
};