BLOBBO/node_modules/three/examples/jsm/shaders/DOFMipMapShader.js
type-two 969f602dd4 Foundation: vite+ts+three+rapier scaffold, frozen contracts, lane docs A-E
Fixed-step world runtime, event bus wire protocol between lanes, integration
seam (game.ts) with placeholder ball. Lanes A/B/C own disjoint dirs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 19:55:43 +10:00

57 lines
918 B
JavaScript

/**
* Depth-of-field shader using mipmaps
* - from Matt Handley @applmak
* - requires power-of-2 sized render target with enabled mipmaps
*/
const DOFMipMapShader = {
name: 'DOFMipMapShader',
uniforms: {
'tColor': { value: null },
'tDepth': { value: null },
'focus': { value: 1.0 },
'maxblur': { value: 1.0 }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
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;
}`
};
export { DOFMipMapShader };