You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
207 lines
5.6 KiB
JavaScript
207 lines
5.6 KiB
JavaScript
import { Vector2, TempNode } from 'three/webgpu';
|
|
import {
|
|
nodeObject,
|
|
Fn,
|
|
uniform,
|
|
convertToTexture,
|
|
float,
|
|
vec4,
|
|
uv,
|
|
NodeUpdateType,
|
|
} from 'three/tsl';
|
|
|
|
/**
|
|
* Post processing node for applying chromatic aberration effect.
|
|
* This effect simulates the color fringing that occurs in real camera lenses
|
|
* by separating and offsetting the red, green, and blue channels.
|
|
*
|
|
* @augments TempNode
|
|
* @three_import import { chromaticAberration } from 'three/addons/tsl/display/ChromaticAberrationNode.js';
|
|
*/
|
|
class ChromaticAberrationNode extends TempNode {
|
|
|
|
static get type() {
|
|
|
|
return 'ChromaticAberrationNode';
|
|
|
|
}
|
|
|
|
/**
|
|
* Constructs a new chromatic aberration node.
|
|
*
|
|
* @param {TextureNode} textureNode - The texture node that represents the input of the effect.
|
|
* @param {Node} strengthNode - The strength of the chromatic aberration effect as a node.
|
|
* @param {Node} centerNode - The center point of the effect as a node.
|
|
* @param {Node} scaleNode - The scale factor for stepped scaling from center as a node.
|
|
*/
|
|
constructor( textureNode, strengthNode, centerNode, scaleNode ) {
|
|
|
|
super( 'vec4' );
|
|
|
|
/**
|
|
* The texture node that represents the input of the effect.
|
|
*
|
|
* @type {texture}
|
|
*/
|
|
this.textureNode = textureNode;
|
|
|
|
/**
|
|
* The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates
|
|
* its internal uniforms once per frame in `updateBefore()`.
|
|
*
|
|
* @type {string}
|
|
* @default 'frame'
|
|
*/
|
|
this.updateBeforeType = NodeUpdateType.FRAME;
|
|
|
|
/**
|
|
* A node holding the strength of the effect.
|
|
*
|
|
* @type {Node}
|
|
*/
|
|
this.strengthNode = strengthNode;
|
|
|
|
/**
|
|
* A node holding the center point of the effect.
|
|
*
|
|
* @type {Node}
|
|
*/
|
|
this.centerNode = centerNode;
|
|
|
|
/**
|
|
* A node holding the scale factor for stepped scaling.
|
|
*
|
|
* @type {Node}
|
|
*/
|
|
this.scaleNode = scaleNode;
|
|
|
|
/**
|
|
* A uniform node holding the inverse resolution value.
|
|
*
|
|
* @private
|
|
* @type {UniformNode<vec2>}
|
|
*/
|
|
this._invSize = uniform( new Vector2() );
|
|
|
|
}
|
|
|
|
/**
|
|
* This method is used to update the effect's uniforms once per frame.
|
|
*
|
|
* @param {NodeFrame} frame - The current node frame.
|
|
*/
|
|
updateBefore( /* frame */ ) {
|
|
|
|
const map = this.textureNode.value;
|
|
this._invSize.value.set( 1 / map.image.width, 1 / map.image.height );
|
|
|
|
}
|
|
|
|
/**
|
|
* This method is used to setup the effect's TSL code.
|
|
*
|
|
* @param {NodeBuilder} builder - The current node builder.
|
|
* @return {ShaderCallNodeInternal}
|
|
*/
|
|
setup( /* builder */ ) {
|
|
|
|
const textureNode = this.textureNode;
|
|
const uvNode = textureNode.uvNode || uv();
|
|
|
|
const ApplyChromaticAberration = Fn( ( [ uv, strength, center, scale ] ) => {
|
|
|
|
// Calculate distance from center
|
|
const offset = uv.sub( center );
|
|
const distance = offset.length();
|
|
|
|
// Create stepped scaling zones based on distance
|
|
// Each channel gets different scaling steps
|
|
const redScale = float( 1.0 ).add( scale.mul( 0.02 ).mul( strength ) ); // Red channel scaled outward
|
|
const greenScale = float( 1.0 ); // Green stays at original scale
|
|
const blueScale = float( 1.0 ).sub( scale.mul( 0.02 ).mul( strength ) ); // Blue channel scaled inward
|
|
|
|
// Create radial distortion based on distance from center
|
|
const aberrationStrength = strength.mul( distance );
|
|
|
|
// Calculate scaled UV coordinates for each channel
|
|
const redUV = center.add( offset.mul( redScale ) );
|
|
const greenUV = center.add( offset.mul( greenScale ) );
|
|
const blueUV = center.add( offset.mul( blueScale ) );
|
|
|
|
// Apply additional chromatic offset based on aberration strength
|
|
const rOffset = offset.mul( aberrationStrength ).mul( float( 0.01 ) );
|
|
const gOffset = offset.mul( aberrationStrength ).mul( float( 0.0 ) );
|
|
const bOffset = offset.mul( aberrationStrength ).mul( float( - 0.01 ) );
|
|
|
|
// Final UV coordinates combining scale and chromatic aberration
|
|
const finalRedUV = redUV.add( rOffset );
|
|
const finalGreenUV = greenUV.add( gOffset );
|
|
const finalBlueUV = blueUV.add( bOffset );
|
|
|
|
// Sample texture for each channel
|
|
const r = textureNode.sample( finalRedUV ).r;
|
|
const g = textureNode.sample( finalGreenUV ).g;
|
|
const b = textureNode.sample( finalBlueUV ).b;
|
|
|
|
// Get original alpha
|
|
const a = textureNode.sample( uv ).a;
|
|
|
|
return vec4( r, g, b, a );
|
|
|
|
} ).setLayout( {
|
|
name: 'ChromaticAberrationShader',
|
|
type: 'vec4',
|
|
inputs: [
|
|
{ name: 'uv', type: 'vec2' },
|
|
{ name: 'strength', type: 'float' },
|
|
{ name: 'center', type: 'vec2' },
|
|
{ name: 'scale', type: 'float' },
|
|
{ name: 'invSize', type: 'vec2' }
|
|
]
|
|
} );
|
|
|
|
const chromaticAberrationFn = Fn( () => {
|
|
|
|
return ApplyChromaticAberration(
|
|
uvNode,
|
|
this.strengthNode,
|
|
this.centerNode,
|
|
this.scaleNode,
|
|
this._invSize
|
|
);
|
|
|
|
} );
|
|
|
|
const outputNode = chromaticAberrationFn();
|
|
|
|
return outputNode;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
export default ChromaticAberrationNode;
|
|
|
|
/**
|
|
* TSL function for creating a chromatic aberration node for post processing.
|
|
*
|
|
* @tsl
|
|
* @function
|
|
* @param {Node<vec4>} node - The node that represents the input of the effect.
|
|
* @param {Node|number} [strength=1.0] - The strength of the chromatic aberration effect as a node or value.
|
|
* @param {Node|Vector2} [center=null] - The center point of the effect as a node or value. If null, uses screen center (0.5, 0.5).
|
|
* @param {Node|number} [scale=1.1] - The scale factor for stepped scaling from center as a node or value.
|
|
* @returns {ChromaticAberrationNode}
|
|
*/
|
|
export const chromaticAberration = ( node, strength = 1.0, center = null, scale = 1.1 ) => {
|
|
|
|
return nodeObject(
|
|
new ChromaticAberrationNode(
|
|
convertToTexture( node ),
|
|
nodeObject( strength ),
|
|
nodeObject( center ),
|
|
nodeObject( scale )
|
|
)
|
|
);
|
|
};
|