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mobile-query-three-vendor-three.js-shaders-DOFMipMapShader.js / js



  

author: alteredq / 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")
  
  };
  


(C) Æliens 04/09/2009

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