webvr js meetup initial commit
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356
node_modules/three/examples/js/shaders/BokehShader2.js
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356
node_modules/three/examples/js/shaders/BokehShader2.js
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/**
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* @author zz85 / https://github.com/zz85 | twitter.com/blurspline
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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://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
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*
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* Requires #define RINGS and SAMPLES integers
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*/
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THREE.BokehShader = {
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uniforms: {
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"textureWidth": { value: 1.0 },
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"textureHeight": { value: 1.0 },
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"focalDepth": { value: 1.0 },
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"focalLength": { value: 24.0 },
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"fstop": { value: 0.9 },
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"tColor": { value: null },
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"tDepth": { value: null },
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"maxblur": { value: 1.0 },
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"showFocus": { value: 0 },
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"manualdof": { value: 0 },
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"vignetting": { value: 0 },
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"depthblur": { value: 0 },
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"threshold": { value: 0.5 },
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"gain": { value: 2.0 },
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"bias": { value: 0.5 },
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"fringe": { value: 0.7 },
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"znear": { value: 0.1 },
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"zfar": { value: 100 },
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"noise": { value: 1 },
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"dithering": { value: 0.0001 },
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"pentagon": { value: 0 },
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"shaderFocus": { value: 1 },
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"focusCoords": { value: new THREE.Vector2() }
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},
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vertexShader: [
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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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].join( "\n" ),
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fragmentShader: [
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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 textureWidth;",
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"uniform float textureHeight;",
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"uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below",
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"uniform float focalLength; //focal length in mm",
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"uniform float fstop; //f-stop value",
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"uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)",
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"/*",
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"make sure that these two values are the same for your camera, otherwise distances will be wrong.",
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"*/",
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"uniform float znear; // camera clipping start",
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"uniform float zfar; // camera clipping end",
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"//------------------------------------------",
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"//user variables",
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"const int samples = SAMPLES; //samples on the first ring",
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"const int rings = RINGS; //ring count",
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"const int maxringsamples = rings * samples;",
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"uniform bool manualdof; // manual dof calculation",
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"float ndofstart = 1.0; // near dof blur start",
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"float ndofdist = 2.0; // near dof blur falloff distance",
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"float fdofstart = 1.0; // far dof blur start",
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"float fdofdist = 3.0; // far dof blur falloff distance",
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"float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)",
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"uniform bool vignetting; // use optical lens vignetting",
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"float vignout = 1.3; // vignetting outer border",
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"float vignin = 0.0; // vignetting inner border",
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"float vignfade = 22.0; // f-stops till vignete fades",
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"uniform bool shaderFocus;",
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"// disable if you use external focalDepth value",
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"uniform vec2 focusCoords;",
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"// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)",
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"// if center of screen use vec2(0.5, 0.5);",
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"uniform float maxblur;",
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"//clamp value of max blur (0.0 = no blur, 1.0 default)",
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"uniform float threshold; // highlight threshold;",
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"uniform float gain; // highlight gain;",
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"uniform float bias; // bokeh edge bias",
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"uniform float fringe; // bokeh chromatic aberration / fringing",
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"uniform bool noise; //use noise instead of pattern for sample dithering",
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"uniform float dithering;",
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"uniform bool depthblur; // blur the depth buffer",
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"float dbsize = 1.25; // depth blur size",
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"/*",
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"next part is experimental",
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"not looking good with small sample and ring count",
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"looks okay starting from samples = 4, rings = 4",
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"*/",
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"uniform bool pentagon; //use pentagon as bokeh shape?",
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"float feather = 0.4; //pentagon shape feather",
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"//------------------------------------------",
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"float penta(vec2 coords) {",
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"//pentagonal shape",
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"float scale = float(rings) - 1.3;",
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"vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);",
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"vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);",
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"vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);",
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"vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);",
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"vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);",
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"vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);",
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"vec4 one = vec4( 1.0 );",
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"vec4 P = vec4((coords),vec2(scale, scale));",
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"vec4 dist = vec4(0.0);",
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"float inorout = -4.0;",
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"dist.x = dot( P, HS0 );",
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"dist.y = dot( P, HS1 );",
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"dist.z = dot( P, HS2 );",
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"dist.w = dot( P, HS3 );",
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"dist = smoothstep( -feather, feather, dist );",
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"inorout += dot( dist, one );",
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"dist.x = dot( P, HS4 );",
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"dist.y = HS5.w - abs( P.z );",
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"dist = smoothstep( -feather, feather, dist );",
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"inorout += dist.x;",
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"return clamp( inorout, 0.0, 1.0 );",
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"}",
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"float bdepth(vec2 coords) {",
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"// Depth buffer blur",
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"float d = 0.0;",
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"float kernel[9];",
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"vec2 offset[9];",
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"vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;",
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"offset[0] = vec2(-wh.x,-wh.y);",
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"offset[1] = vec2( 0.0, -wh.y);",
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"offset[2] = vec2( wh.x -wh.y);",
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"offset[3] = vec2(-wh.x, 0.0);",
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"offset[4] = vec2( 0.0, 0.0);",
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"offset[5] = vec2( wh.x, 0.0);",
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"offset[6] = vec2(-wh.x, wh.y);",
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"offset[7] = vec2( 0.0, wh.y);",
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"offset[8] = vec2( wh.x, wh.y);",
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"kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;",
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"kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;",
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"kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;",
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"for( int i=0; i<9; i++ ) {",
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"float tmp = texture2D(tDepth, coords + offset[i]).r;",
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"d += tmp * kernel[i];",
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"}",
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"return d;",
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"}",
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"vec3 color(vec2 coords,float blur) {",
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"//processing the sample",
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"vec3 col = vec3(0.0);",
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"vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);",
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"col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;",
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"col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;",
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"col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;",
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"vec3 lumcoeff = vec3(0.299,0.587,0.114);",
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"float lum = dot(col.rgb, lumcoeff);",
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"float thresh = max((lum-threshold)*gain, 0.0);",
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"return col+mix(vec3(0.0),col,thresh*blur);",
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"}",
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"vec3 debugFocus(vec3 col, float blur, float depth) {",
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"float edge = 0.002*depth; //distance based edge smoothing",
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"float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);",
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"float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);",
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"col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);",
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"col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);",
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"return col;",
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"}",
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"float linearize(float depth) {",
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"return -zfar * znear / (depth * (zfar - znear) - zfar);",
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"}",
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"float vignette() {",
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"float dist = distance(vUv.xy, vec2(0.5,0.5));",
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"dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);",
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"return clamp(dist,0.0,1.0);",
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"}",
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"float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {",
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"float rings2 = float(rings);",
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"float step = PI*2.0 / float(ringsamples);",
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"float pw = cos(j*step)*i;",
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"float ph = sin(j*step)*i;",
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"float p = 1.0;",
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"if (pentagon) {",
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"p = penta(vec2(pw,ph));",
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"}",
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"col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;",
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"return 1.0 * mix(1.0, i /rings2, bias) * p;",
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"}",
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"void main() {",
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"//scene depth calculation",
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"float depth = linearize(texture2D(tDepth,vUv.xy).x);",
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"// Blur depth?",
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"if (depthblur) {",
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"depth = linearize(bdepth(vUv.xy));",
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"}",
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"//focal plane calculation",
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"float fDepth = focalDepth;",
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"if (shaderFocus) {",
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"fDepth = linearize(texture2D(tDepth,focusCoords).x);",
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"}",
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"// dof blur factor calculation",
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"float blur = 0.0;",
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"if (manualdof) {",
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"float a = depth-fDepth; // Focal plane",
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"float b = (a-fdofstart)/fdofdist; // Far DoF",
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"float c = (-a-ndofstart)/ndofdist; // Near Dof",
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"blur = (a>0.0) ? b : c;",
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"} else {",
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"float f = focalLength; // focal length in mm",
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"float d = fDepth*1000.0; // focal plane in mm",
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"float o = depth*1000.0; // depth in mm",
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"float a = (o*f)/(o-f);",
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"float b = (d*f)/(d-f);",
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"float c = (d-f)/(d*fstop*CoC);",
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"blur = abs(a-b)*c;",
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"}",
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"blur = clamp(blur,0.0,1.0);",
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"// calculation of pattern for dithering",
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"vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;",
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"// getting blur x and y step factor",
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"float w = (1.0/textureWidth)*blur*maxblur+noise.x;",
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"float h = (1.0/textureHeight)*blur*maxblur+noise.y;",
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"// calculation of final color",
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"vec3 col = vec3(0.0);",
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"if(blur < 0.05) {",
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"//some optimization thingy",
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"col = texture2D(tColor, vUv.xy).rgb;",
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"} else {",
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"col = texture2D(tColor, vUv.xy).rgb;",
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"float s = 1.0;",
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"int ringsamples;",
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"for (int i = 1; i <= rings; i++) {",
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"/*unboxstart*/",
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"ringsamples = i * samples;",
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"for (int j = 0 ; j < maxringsamples ; j++) {",
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"if (j >= ringsamples) break;",
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"s += gather(float(i), float(j), ringsamples, col, w, h, blur);",
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"}",
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"/*unboxend*/",
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"}",
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"col /= s; //divide by sample count",
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"}",
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"if (showFocus) {",
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"col = debugFocus(col, blur, depth);",
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"}",
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"if (vignetting) {",
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"col *= vignette();",
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"}",
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"gl_FragColor.rgb = col;",
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"gl_FragColor.a = 1.0;",
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"} "
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].join( "\n" )
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};
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