{"version":3,"file":"BokehShader2.cjs","sources":["../../src/shaders/BokehShader2.ts"],"sourcesContent":["import { IUniform, Texture, Vector2 } from 'three'\n\nexport interface BokehShader2Uniforms {\n  textureWidth: IUniform<number>\n  textureHeight: IUniform<number>\n\n  focalDepth: IUniform<number>\n  focalLength: IUniform<number>\n  fstop: IUniform<number>\n\n  tColor: IUniform<Texture | null>\n  tDepth: IUniform<Texture | null>\n\n  maxblur: IUniform<number>\n\n  showFocus: IUniform<number>\n  manualdof: IUniform<number>\n  vignetting: IUniform<number>\n  depthblur: IUniform<number>\n\n  threshold: IUniform<number>\n  gain: IUniform<number>\n  bias: IUniform<number>\n  fringe: IUniform<number>\n\n  znear: IUniform<number>\n  zfar: IUniform<number>\n\n  noise: IUniform<number>\n  dithering: IUniform<number>\n  pentagon: IUniform<number>\n\n  shaderFocus: IUniform<number>\n  focusCoords: IUniform<Vector2>\n}\n\n/**\n * Depth-of-field shader with bokeh\n * ported from GLSL shader by Martins Upitis\n * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)\n *\n * Requires #define RINGS and SAMPLES integers\n */\n\nexport const BokehShader2: {\n  uniforms: BokehShader2Uniforms\n  vertexShader: string\n  fragmentShader: string\n} = {\n  uniforms: {\n    textureWidth: { value: 1.0 },\n    textureHeight: { value: 1.0 },\n\n    focalDepth: { value: 1.0 },\n    focalLength: { value: 24.0 },\n    fstop: { value: 0.9 },\n\n    tColor: { value: null },\n    tDepth: { value: null },\n\n    maxblur: { value: 1.0 },\n\n    showFocus: { value: 0 },\n    manualdof: { value: 0 },\n    vignetting: { value: 0 },\n    depthblur: { value: 0 },\n\n    threshold: { value: 0.5 },\n    gain: { value: 2.0 },\n    bias: { value: 0.5 },\n    fringe: { value: 0.7 },\n\n    znear: { value: 0.1 },\n    zfar: { value: 100 },\n\n    noise: { value: 1 },\n    dithering: { value: 0.0001 },\n    pentagon: { value: 0 },\n\n    shaderFocus: { value: 1 },\n    focusCoords: { value: new Vector2() },\n  },\n\n  vertexShader: [\n    'varying vec2 vUv;',\n\n    'void main() {',\n\n    '\tvUv = uv;',\n    '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n    '}',\n  ].join('\\n'),\n\n  fragmentShader: [\n    '#include <common>',\n\n    'varying vec2 vUv;',\n\n    'uniform sampler2D tColor;',\n    'uniform sampler2D tDepth;',\n    'uniform float textureWidth;',\n    'uniform float textureHeight;',\n\n    'uniform float focalDepth;  //focal distance value in meters, but you may use autofocus option below',\n    'uniform float focalLength; //focal length in mm',\n    'uniform float fstop; //f-stop value',\n    'uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)',\n\n    '/*',\n    'make sure that these two values are the same for your camera, otherwise distances will be wrong.',\n    '*/',\n\n    'uniform float znear; // camera clipping start',\n    'uniform float zfar; // camera clipping end',\n\n    '//------------------------------------------',\n    '//user variables',\n\n    'const int samples = SAMPLES; //samples on the first ring',\n    'const int rings = RINGS; //ring count',\n\n    'const int maxringsamples = rings * samples;',\n\n    'uniform bool manualdof; // manual dof calculation',\n    'float ndofstart = 1.0; // near dof blur start',\n    'float ndofdist = 2.0; // near dof blur falloff distance',\n    'float fdofstart = 1.0; // far dof blur start',\n    'float fdofdist = 3.0; // far dof blur falloff distance',\n\n    'float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)',\n\n    'uniform bool vignetting; // use optical lens vignetting',\n\n    'float vignout = 1.3; // vignetting outer border',\n    'float vignin = 0.0; // vignetting inner border',\n    'float vignfade = 22.0; // f-stops till vignete fades',\n\n    'uniform bool shaderFocus;',\n    '// disable if you use external focalDepth value',\n\n    'uniform vec2 focusCoords;',\n    '// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)',\n    '// if center of screen use vec2(0.5, 0.5);',\n\n    'uniform float maxblur;',\n    '//clamp value of max blur (0.0 = no blur, 1.0 default)',\n\n    'uniform float threshold; // highlight threshold;',\n    'uniform float gain; // highlight gain;',\n\n    'uniform float bias; // bokeh edge bias',\n    'uniform float fringe; // bokeh chromatic aberration / fringing',\n\n    'uniform bool noise; //use noise instead of pattern for sample dithering',\n\n    'uniform float dithering;',\n\n    'uniform bool depthblur; // blur the depth buffer',\n    'float dbsize = 1.25; // depth blur size',\n\n    '/*',\n    'next part is experimental',\n    'not looking good with small sample and ring count',\n    'looks okay starting from samples = 4, rings = 4',\n    '*/',\n\n    'uniform bool pentagon; //use pentagon as bokeh shape?',\n    'float feather = 0.4; //pentagon shape feather',\n\n    '//------------------------------------------',\n\n    'float penta(vec2 coords) {',\n    '\t//pentagonal shape',\n    '\tfloat scale = float(rings) - 1.3;',\n    '\tvec4  HS0 = vec4( 1.0,         0.0,         0.0,  1.0);',\n    '\tvec4  HS1 = vec4( 0.309016994, 0.951056516, 0.0,  1.0);',\n    '\tvec4  HS2 = vec4(-0.809016994, 0.587785252, 0.0,  1.0);',\n    '\tvec4  HS3 = vec4(-0.809016994,-0.587785252, 0.0,  1.0);',\n    '\tvec4  HS4 = vec4( 0.309016994,-0.951056516, 0.0,  1.0);',\n    '\tvec4  HS5 = vec4( 0.0        ,0.0         , 1.0,  1.0);',\n\n    '\tvec4  one = vec4( 1.0 );',\n\n    '\tvec4 P = vec4((coords),vec2(scale, scale));',\n\n    '\tvec4 dist = vec4(0.0);',\n    '\tfloat inorout = -4.0;',\n\n    '\tdist.x = dot( P, HS0 );',\n    '\tdist.y = dot( P, HS1 );',\n    '\tdist.z = dot( P, HS2 );',\n    '\tdist.w = dot( P, HS3 );',\n\n    '\tdist = smoothstep( -feather, feather, dist );',\n\n    '\tinorout += dot( dist, one );',\n\n    '\tdist.x = dot( P, HS4 );',\n    '\tdist.y = HS5.w - abs( P.z );',\n\n    '\tdist = smoothstep( -feather, feather, dist );',\n    '\tinorout += dist.x;',\n\n    '\treturn clamp( inorout, 0.0, 1.0 );',\n    '}',\n\n    'float bdepth(vec2 coords) {',\n    '\t// Depth buffer blur',\n    '\tfloat d = 0.0;',\n    '\tfloat kernel[9];',\n    '\tvec2 offset[9];',\n\n    '\tvec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;',\n\n    '\toffset[0] = vec2(-wh.x,-wh.y);',\n    '\toffset[1] = vec2( 0.0, -wh.y);',\n    '\toffset[2] = vec2( wh.x -wh.y);',\n\n    '\toffset[3] = vec2(-wh.x,  0.0);',\n    '\toffset[4] = vec2( 0.0,   0.0);',\n    '\toffset[5] = vec2( wh.x,  0.0);',\n\n    '\toffset[6] = vec2(-wh.x, wh.y);',\n    '\toffset[7] = vec2( 0.0,  wh.y);',\n    '\toffset[8] = vec2( wh.x, wh.y);',\n\n    '\tkernel[0] = 1.0/16.0;   kernel[1] = 2.0/16.0;   kernel[2] = 1.0/16.0;',\n    '\tkernel[3] = 2.0/16.0;   kernel[4] = 4.0/16.0;   kernel[5] = 2.0/16.0;',\n    '\tkernel[6] = 1.0/16.0;   kernel[7] = 2.0/16.0;   kernel[8] = 1.0/16.0;',\n\n    '\tfor( int i=0; i<9; i++ ) {',\n    '\t\tfloat tmp = texture2D(tDepth, coords + offset[i]).r;',\n    '\t\td += tmp * kernel[i];',\n    '\t}',\n\n    '\treturn d;',\n    '}',\n\n    'vec3 color(vec2 coords,float blur) {',\n    '\t//processing the sample',\n\n    '\tvec3 col = vec3(0.0);',\n    '\tvec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);',\n\n    '\tcol.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;',\n    '\tcol.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;',\n    '\tcol.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;',\n\n    '\tvec3 lumcoeff = vec3(0.299,0.587,0.114);',\n    '\tfloat lum = dot(col.rgb, lumcoeff);',\n    '\tfloat thresh = max((lum-threshold)*gain, 0.0);',\n    '\treturn col+mix(vec3(0.0),col,thresh*blur);',\n    '}',\n\n    'vec3 debugFocus(vec3 col, float blur, float depth) {',\n    '\tfloat edge = 0.002*depth; //distance based edge smoothing',\n    '\tfloat m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);',\n    '\tfloat e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);',\n\n    '\tcol = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);',\n    '\tcol = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);',\n\n    '\treturn col;',\n    '}',\n\n    'float linearize(float depth) {',\n    '\treturn -zfar * znear / (depth * (zfar - znear) - zfar);',\n    '}',\n\n    'float vignette() {',\n    '\tfloat dist = distance(vUv.xy, vec2(0.5,0.5));',\n    '\tdist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);',\n    '\treturn clamp(dist,0.0,1.0);',\n    '}',\n\n    'float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {',\n    '\tfloat rings2 = float(rings);',\n    '\tfloat step = PI*2.0 / float(ringsamples);',\n    '\tfloat pw = cos(j*step)*i;',\n    '\tfloat ph = sin(j*step)*i;',\n    '\tfloat p = 1.0;',\n    '\tif (pentagon) {',\n    '\t\tp = penta(vec2(pw,ph));',\n    '\t}',\n    '\tcol += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;',\n    '\treturn 1.0 * mix(1.0, i /rings2, bias) * p;',\n    '}',\n\n    'void main() {',\n    '\t//scene depth calculation',\n\n    '\tfloat depth = linearize(texture2D(tDepth,vUv.xy).x);',\n\n    '\t// Blur depth?',\n    '\tif ( depthblur ) {',\n    '\t\tdepth = linearize(bdepth(vUv.xy));',\n    '\t}',\n\n    '\t//focal plane calculation',\n\n    '\tfloat fDepth = focalDepth;',\n\n    '\tif (shaderFocus) {',\n\n    '\t\tfDepth = linearize(texture2D(tDepth,focusCoords).x);',\n\n    '\t}',\n\n    '\t// dof blur factor calculation',\n\n    '\tfloat blur = 0.0;',\n\n    '\tif (manualdof) {',\n    '\t\tfloat a = depth-fDepth; // Focal plane',\n    '\t\tfloat b = (a-fdofstart)/fdofdist; // Far DoF',\n    '\t\tfloat c = (-a-ndofstart)/ndofdist; // Near Dof',\n    '\t\tblur = (a>0.0) ? b : c;',\n    '\t} else {',\n    '\t\tfloat f = focalLength; // focal length in mm',\n    '\t\tfloat d = fDepth*1000.0; // focal plane in mm',\n    '\t\tfloat o = depth*1000.0; // depth in mm',\n\n    '\t\tfloat a = (o*f)/(o-f);',\n    '\t\tfloat b = (d*f)/(d-f);',\n    '\t\tfloat c = (d-f)/(d*fstop*CoC);',\n\n    '\t\tblur = abs(a-b)*c;',\n    '\t}',\n\n    '\tblur = clamp(blur,0.0,1.0);',\n\n    '\t// calculation of pattern for dithering',\n\n    '\tvec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;',\n\n    '\t// getting blur x and y step factor',\n\n    '\tfloat w = (1.0/textureWidth)*blur*maxblur+noise.x;',\n    '\tfloat h = (1.0/textureHeight)*blur*maxblur+noise.y;',\n\n    '\t// calculation of final color',\n\n    '\tvec3 col = vec3(0.0);',\n\n    '\tif(blur < 0.05) {',\n    '\t\t//some optimization thingy',\n    '\t\tcol = texture2D(tColor, vUv.xy).rgb;',\n    '\t} else {',\n    '\t\tcol = texture2D(tColor, vUv.xy).rgb;',\n    '\t\tfloat s = 1.0;',\n    '\t\tint ringsamples;',\n\n    '\t\tfor (int i = 1; i <= rings; i++) {',\n    '\t\t\t/*unboxstart*/',\n    '\t\t\tringsamples = i * samples;',\n\n    '\t\t\tfor (int j = 0 ; j < maxringsamples ; j++) {',\n    '\t\t\t\tif (j >= ringsamples) break;',\n    '\t\t\t\ts += gather(float(i), float(j), ringsamples, col, w, h, blur);',\n    '\t\t\t}',\n    '\t\t\t/*unboxend*/',\n    '\t\t}',\n\n    '\t\tcol /= s; //divide by sample count',\n    '\t}',\n\n    '\tif (showFocus) {',\n    '\t\tcol = debugFocus(col, blur, depth);',\n    '\t}',\n\n    '\tif (vignetting) {',\n    '\t\tcol *= vignette();',\n    '\t}',\n\n    '\tgl_FragColor.rgb = col;',\n    '\tgl_FragColor.a = 1.0;',\n    '} ',\n  ].join('\\n'),\n}\n\nexport const BokehDepthShader = {\n  uniforms: {\n    mNear: { value: 1.0 },\n    mFar: { value: 1000.0 },\n  },\n\n  vertexShader: [\n    'varying float vViewZDepth;',\n\n    'void main() {',\n\n    '\t#include <begin_vertex>',\n    '\t#include <project_vertex>',\n\n    '\tvViewZDepth = - mvPosition.z;',\n\n    '}',\n  ].join('\\n'),\n\n  fragmentShader: [\n    'uniform float mNear;',\n    'uniform float mFar;',\n\n    'varying float vViewZDepth;',\n\n    'void main() {',\n\n    '\tfloat color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );',\n    '\tgl_FragColor = vec4( vec3( color ), 1.0 );',\n\n    '} ',\n  ].join('\\n'),\n}\n"],"names":["Vector2"],"mappings":";;;AA4CO,MAAM,eAIT;AAAA,EACF,UAAU;AAAA,IACR,cAAc,EAAE,OAAO,EAAI;AAAA,IAC3B,eAAe,EAAE,OAAO,EAAI;AAAA,IAE5B,YAAY,EAAE,OAAO,EAAI;AAAA,IACzB,aAAa,EAAE,OAAO,GAAK;AAAA,IAC3B,OAAO,EAAE,OAAO,IAAI;AAAA,IAEpB,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,QAAQ,EAAE,OAAO,KAAK;AAAA,IAEtB,SAAS,EAAE,OAAO,EAAI;AAAA,IAEtB,WAAW,EAAE,OAAO,EAAE;AAAA,IACtB,WAAW,EAAE,OAAO,EAAE;AAAA,IACtB,YAAY,EAAE,OAAO,EAAE;AAAA,IACvB,WAAW,EAAE,OAAO,EAAE;AAAA,IAEtB,WAAW,EAAE,OAAO,IAAI;AAAA,IACxB,MAAM,EAAE,OAAO,EAAI;AAAA,IACnB,MAAM,EAAE,OAAO,IAAI;AAAA,IACnB,QAAQ,EAAE,OAAO,IAAI;AAAA,IAErB,OAAO,EAAE,OAAO,IAAI;AAAA,IACpB,MAAM,EAAE,OAAO,IAAI;AAAA,IAEnB,OAAO,EAAE,OAAO,EAAE;AAAA,IAClB,WAAW,EAAE,OAAO,KAAO;AAAA,IAC3B,UAAU,EAAE,OAAO,EAAE;AAAA,IAErB,aAAa,EAAE,OAAO,EAAE;AAAA,IACxB,aAAa,EAAE,OAAO,IAAIA,MAAAA,UAAU;AAAA,EACtC;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;AAEO,MAAM,mBAAmB;AAAA,EAC9B,UAAU;AAAA,IACR,OAAO,EAAE,OAAO,EAAI;AAAA,IACpB,MAAM,EAAE,OAAO,IAAO;AAAA,EACxB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;;"}