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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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159 lines
5.7 KiB
159 lines
5.7 KiB
( function () { |
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/** |
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* Depth-of-field shader with bokeh |
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* ported from GLSL shader by Martins Upitis |
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* http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html |
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*/ |
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const BokehShader = { |
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defines: { |
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'DEPTH_PACKING': 1, |
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'PERSPECTIVE_CAMERA': 1 |
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}, |
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uniforms: { |
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'tColor': { |
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value: null |
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}, |
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'tDepth': { |
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value: null |
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}, |
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'focus': { |
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value: 1.0 |
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}, |
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'aspect': { |
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value: 1.0 |
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}, |
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'aperture': { |
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value: 0.025 |
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}, |
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'maxblur': { |
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value: 0.01 |
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}, |
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'nearClip': { |
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value: 1.0 |
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}, |
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'farClip': { |
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value: 1000.0 |
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} |
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}, |
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vertexShader: |
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/* glsl */ |
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` |
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varying vec2 vUv; |
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void main() { |
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vUv = uv; |
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); |
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}`, |
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fragmentShader: |
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/* glsl */ |
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` |
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#include <common> |
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varying vec2 vUv; |
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uniform sampler2D tColor; |
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uniform sampler2D tDepth; |
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uniform float maxblur; // max blur amount |
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uniform float aperture; // aperture - bigger values for shallower depth of field |
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uniform float nearClip; |
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uniform float farClip; |
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uniform float focus; |
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uniform float aspect; |
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#include <packing> |
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float getDepth( const in vec2 screenPosition ) { |
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#if DEPTH_PACKING == 1 |
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return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) ); |
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#else |
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return texture2D( tDepth, screenPosition ).x; |
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#endif |
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} |
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float getViewZ( const in float depth ) { |
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#if PERSPECTIVE_CAMERA == 1 |
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return perspectiveDepthToViewZ( depth, nearClip, farClip ); |
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#else |
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return orthographicDepthToViewZ( depth, nearClip, farClip ); |
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#endif |
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} |
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void main() { |
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vec2 aspectcorrect = vec2( 1.0, aspect ); |
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float viewZ = getViewZ( getDepth( vUv ) ); |
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float factor = ( focus + viewZ ); // viewZ is <= 0, so this is a difference equation |
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vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) ); |
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vec2 dofblur9 = dofblur * 0.9; |
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vec2 dofblur7 = dofblur * 0.7; |
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vec2 dofblur4 = dofblur * 0.4; |
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vec4 col = vec4( 0.0 ); |
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col += texture2D( tColor, vUv.xy ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur ); |
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col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur ); |
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col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur ); |
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col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur ); |
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col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur ); |
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col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur ); |
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col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur ); |
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col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 ); |
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col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 ); |
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gl_FragColor = col / 41.0; |
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gl_FragColor.a = 1.0; |
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}` |
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}; |
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THREE.BokehShader = BokehShader; |
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} )();
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