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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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63 lines
972 B
63 lines
972 B
( function () { |
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/** |
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* Depth-of-field shader using mipmaps |
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* - from Matt Handley @applmak |
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* - requires power-of-2 sized render target with enabled mipmaps |
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*/ |
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const DOFMipMapShader = { |
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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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'maxblur': { |
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value: 1.0 |
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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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uniform float focus; |
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uniform float maxblur; |
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uniform sampler2D tColor; |
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uniform sampler2D tDepth; |
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varying vec2 vUv; |
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void main() { |
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vec4 depth = texture2D( tDepth, vUv ); |
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float factor = depth.x - focus; |
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vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) ); |
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gl_FragColor = col; |
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gl_FragColor.a = 1.0; |
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}` |
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}; |
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THREE.DOFMipMapShader = DOFMipMapShader; |
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} )();
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