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- import {
- Vector2
- } from 'three';
- /**
- * TODO
- */
- const DepthLimitedBlurShader = {
- defines: {
- 'KERNEL_RADIUS': 4,
- 'DEPTH_PACKING': 1,
- 'PERSPECTIVE_CAMERA': 1
- },
- uniforms: {
- 'tDiffuse': { value: null },
- 'size': { value: new Vector2( 512, 512 ) },
- 'sampleUvOffsets': { value: [ new Vector2( 0, 0 ) ] },
- 'sampleWeights': { value: [ 1.0 ] },
- 'tDepth': { value: null },
- 'cameraNear': { value: 10 },
- 'cameraFar': { value: 1000 },
- 'depthCutoff': { value: 10 },
- },
- vertexShader: /* glsl */`
- #include <common>
- uniform vec2 size;
- varying vec2 vUv;
- varying vec2 vInvSize;
- void main() {
- vUv = uv;
- vInvSize = 1.0 / size;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader: /* glsl */`
- #include <common>
- #include <packing>
- uniform sampler2D tDiffuse;
- uniform sampler2D tDepth;
- uniform float cameraNear;
- uniform float cameraFar;
- uniform float depthCutoff;
- uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];
- uniform float sampleWeights[ KERNEL_RADIUS + 1 ];
- varying vec2 vUv;
- varying vec2 vInvSize;
- float getDepth( const in vec2 screenPosition ) {
- #if DEPTH_PACKING == 1
- return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
- #else
- return texture2D( tDepth, screenPosition ).x;
- #endif
- }
- float getViewZ( const in float depth ) {
- #if PERSPECTIVE_CAMERA == 1
- return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
- #else
- return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
- #endif
- }
- void main() {
- float depth = getDepth( vUv );
- if( depth >= ( 1.0 - EPSILON ) ) {
- discard;
- }
- float centerViewZ = -getViewZ( depth );
- bool rBreak = false, lBreak = false;
- float weightSum = sampleWeights[0];
- vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;
- for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {
- float sampleWeight = sampleWeights[i];
- vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;
- vec2 sampleUv = vUv + sampleUvOffset;
- float viewZ = -getViewZ( getDepth( sampleUv ) );
- if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;
- if( ! rBreak ) {
- diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
- weightSum += sampleWeight;
- }
- sampleUv = vUv - sampleUvOffset;
- viewZ = -getViewZ( getDepth( sampleUv ) );
- if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;
- if( ! lBreak ) {
- diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
- weightSum += sampleWeight;
- }
- }
- gl_FragColor = diffuseSum / weightSum;
- }`
- };
- const BlurShaderUtils = {
- createSampleWeights: function ( kernelRadius, stdDev ) {
- const weights = [];
- for ( let i = 0; i <= kernelRadius; i ++ ) {
- weights.push( gaussian( i, stdDev ) );
- }
- return weights;
- },
- createSampleOffsets: function ( kernelRadius, uvIncrement ) {
- const offsets = [];
- for ( let i = 0; i <= kernelRadius; i ++ ) {
- offsets.push( uvIncrement.clone().multiplyScalar( i ) );
- }
- return offsets;
- },
- configure: function ( material, kernelRadius, stdDev, uvIncrement ) {
- material.defines[ 'KERNEL_RADIUS' ] = kernelRadius;
- material.uniforms[ 'sampleUvOffsets' ].value = BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement );
- material.uniforms[ 'sampleWeights' ].value = BlurShaderUtils.createSampleWeights( kernelRadius, stdDev );
- material.needsUpdate = true;
- }
- };
- function gaussian( x, stdDev ) {
- return Math.exp( - ( x * x ) / ( 2.0 * ( stdDev * stdDev ) ) ) / ( Math.sqrt( 2.0 * Math.PI ) * stdDev );
- }
- export { DepthLimitedBlurShader, BlurShaderUtils };
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