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15 changes: 12 additions & 3 deletions examples/js/shaders/BokehShader2.js
Original file line number Diff line number Diff line change
Expand Up @@ -65,6 +65,7 @@ THREE.BokehShader = {
fragmentShader: [

"#include <common>",
"#include <packing>",

"varying vec2 vUv;",

Expand Down Expand Up @@ -141,6 +142,14 @@ THREE.BokehShader = {

"//------------------------------------------",

"float getDepth( const in vec2 screenPosition ) {",
" #if DEPTH_PACKING == 1",
" return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
" #else",
" return texture2D( tDepth, screenPosition ).x;",
" #endif",
"}",

"float penta(vec2 coords) {",
"//pentagonal shape",
"float scale = float(rings) - 1.3;",
Expand Down Expand Up @@ -202,7 +211,7 @@ THREE.BokehShader = {


"for( int i=0; i<9; i++ ) {",
"float tmp = texture2D(tDepth, coords + offset[i]).r;",
"float tmp = getDepth( coords + offset[ i ] );",
"d += tmp * kernel[i];",
"}",

Expand Down Expand Up @@ -264,7 +273,7 @@ THREE.BokehShader = {
"void main() {",
"//scene depth calculation",

"float depth = linearize(texture2D(tDepth,vUv.xy).x);",
"float depth = linearize( getDepth( vUv.xy ) );",

"// Blur depth?",
"if (depthblur) {",
Expand All @@ -277,7 +286,7 @@ THREE.BokehShader = {

"if (shaderFocus) {",

"fDepth = linearize(texture2D(tDepth,focusCoords).x);",
"fDepth = linearize( getDepth( focusCoords ) );",

"}",

Expand Down
12 changes: 8 additions & 4 deletions examples/webgl_postprocessing_dof2.html
Original file line number Diff line number Diff line change
Expand Up @@ -96,10 +96,13 @@
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, height );
//renderer.sortObjects = false;
renderer.setClearColor( 0xffffff );
renderer.setClearAlpha( 1.0 );
container.appendChild( renderer.domElement );

material_depth = new THREE.MeshDepthMaterial();
material_depth.depthPacking = THREE.RGBADepthPacking;
material_depth.blending = THREE.NoBlending;

//

Expand Down Expand Up @@ -413,7 +416,8 @@
fragmentShader: bokeh_shader.fragmentShader,
defines: {
RINGS: shaderSettings.rings,
SAMPLES: shaderSettings.samples
SAMPLES: shaderSettings.samples,
DEPTH_PACKING: 1 // RGBADepth
}

} );
Expand Down Expand Up @@ -514,16 +518,16 @@

// Render scene into texture

scene.overrideMaterial = null;
renderer.render( scene, camera, postprocessing.rtTextureColor, true );

// Render depth into texture

scene.overrideMaterial = material_depth;
renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
scene.overrideMaterial = null;

// Render bokeh composite

renderer.render( postprocessing.scene, postprocessing.camera );


Expand Down