reconstruct worldposition.xyz from depth - three.js

I want to restore the worldposition.xyz from any pixel of a rendered image for postprocessing. With the help of the example from three.js i reconstructed the depth value. I think that i am close to my goal. Does anyone know how i can reconstruct the world positions from the vUv and the depth value?
depthShader = {
uniforms: {
'tDiffuse': { value: null },
'tDepth': { value: null },
'cameraNear': { value: 0 },
'cameraFar': { value: 0 },
},
vertexShader:`
varying vec2 vUv;
void main() {
vUv = uv;
vec4 modelViewPosition = modelViewMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * modelViewPosition;
}`,
fragmentShader:`
#include <packing>
uniform sampler2D tDiffuse;
uniform sampler2D tDepth;
uniform float cameraNear;
uniform float cameraFar;
varying vec2 vUv;
float readDepth( sampler2D depthSampler, vec2 coord ) {
float fragCoordZ = texture2D( depthSampler, coord ).x;
float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
}
void main() {
float depth = readDepth(tDepth, vUv);
vec4 color = texture2D(tDiffuse, vUv);
gl_FragColor.rgb = 1.0 - vec3( depth );
}`
};

float clipW = cameraProjection[2][3] * viewZ + cameraProjection[3][3];
vec4 clipPosition = vec4( ( vec3( gl_FragCoord.xy / viewport.zw, depth ) - 0.5 ) * 2.0, 1.0 );
clipPosition *= clipW;
vec4 viewPosition = inverseProjection * clipPosition;
vec4 vorldPosition = cameraMatrixWorld * vec4( viewPosition.xyz, 1.0 );

Related

Any way to render fog on top of SSAO in three.js?

I'm using Fog and SSAO in my project, and the SSAO is emphasize stuff that needed to be faded, like the horizon line and buildings.
Is there any way the render the fog on top of the SSAO effect?
thanks.
I tried to write a shader, but it not working…
( function () {
var FogShader = {
uniforms: {
'tDiffuse': { value: null },
'fogColor': { value: new THREE.Vector3( 1.0, 0, 0 ) },
'fogNear': { value: 1.0 },
'fogFar': { value: 10.0 }
},
vertexShader:
varying vec2 vUv;
varying float fogDepth;
void main() {
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
fogDepth = - mvPosition.z;
}`,
fragmentShader:
`
uniform vec3 fogColor;
uniform float fogNear;
uniform float fogFar;
varying float fogDepth;
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
vec4 texel = texture2D( tDiffuse, vUv );
gl_FragColor = texel ;
float fogFactor = smoothstep( fogNear, fogFar, fogDepth );
gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );
}`
};
THREE.FogShader = FogShader;
} )();
I’m using it like this:
var fogpass = new THREE.ShaderPass( THREE.FogShader );
composer.addPass( fogpass );
If I manually change the fogFactor to 1 - all output is red, so I think I have something wrong with the fogDepth…
You can replicate your fog formula in the SSAO shader. Then mix AO with fog:
float final = fog * multiplier * AO;
vec3 result = mix(scene, fognearcol * (1-fog), final);

I want to implement the horizontal image slider with three.js

I want to implement a horizontal image slider in three.js.
This is the example of a vertical slider.
I want to implement the following image. (horizontal slider). This is the example of a horizontal slider.
vertexShader() {
return `
varying vec2 vUv;
varying vec3 vPosition;
void main() {
vUv = uv;
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`
}
fragmentShader() {
return `
varying vec2 vUv;
varying vec3 vPosition;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform float divider;
uniform float zoomFactor;
uniform bool hidden;
void main() {
float dividerWidth;
if (hidden) {
dividerWidth = 0.0;
} else {
dividerWidth = 0.03 / zoomFactor;
}
if (vPosition.x > divider + dividerWidth) {
gl_FragColor = texture2D(tex1, vUv);
} else if (vPosition.x < divider - dividerWidth) {
gl_FragColor = texture2D(tex0, vUv);
} else {
gl_FragColor = vec4(0.5, 0.5, 1.0, 1.0);
}
}
`
}
You have to text the y component of the texture coordinate rather than the x component of the vertex coordinate. The components of the texture coordinates are in range [0.0, 1.0]. Hence divider has to be value in range [0.0, 1.0], too:
vec4 texColor0 = texture2D(tex0, vUv);
vec4 texColor1 = texture2D(tex1, vUv);
vec4 sliderColor = vec4(0.5, 0.5, 1.0, 1.0);
float limit0 = divider - dividerWidth;
float limit1 = divider + dividerWidth;
gl_FragColor = vUv.y > limit1 ? texColor1 : (vUv.y < limit0 ? texColor0 : sliderColor);

Three.JS: Gaussian blur in GLSL shader

I have this vert/frag shader, which is using vertex data and two textures.
I am trying to apply post blur effect, but having only rectangles after it.
vert:
attribute float type;
attribute float size;
attribute float phase;
attribute float increment;
uniform float time;
uniform vec2 resolution;
uniform sampler2D textureA;
uniform sampler2D textureB;
varying float t;
void main() {
t = type;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0 );
if(t == 0.) {
gl_PointSize = size * 0.8;
} else {
gl_PointSize = size * sin(phase + time * increment) * 12.;
}
gl_Position = projectionMatrix * mvPosition;
}
frag:
uniform float time;
uniform vec2 resolution;
uniform sampler2D textureA;
uniform sampler2D textureB;
varying float t;
uniform sampler2D texture;
vec4 blur2D(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
vec4 color = vec4(0.0);
vec2 off1 = vec2(1.3846153846) * direction;
vec2 off2 = vec2(3.2307692308) * direction;
color += texture2D(image, uv) * 0.2270270270;
color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
return color;
}
void main() {
vec2 direction = vec2(1., 0.);
vec2 uv = vec2(gl_FragCoord.xy / resolution.xy);
gl_FragColor = vec4(vec3(1.0, 1.0, 1.0), 1.);
if(t == 0.){
gl_FragColor = gl_FragColor * texture2D(textureA, gl_PointCoord);
} else {
gl_FragColor = gl_FragColor * texture2D(textureB, gl_PointCoord);
}
gl_FragColor = blur2D(texture, uv, resolution.xy, direction);
}
How could I 'bake' everything before applying blurring to texture2D/sampler2D?
Maybe I need to create another blur shader and pass texture2D to it?

How to add fog to texture in shader (THREE.JS R76)

So firstly, I am aware of this post: ShaderMaterial fog parameter does not work
My question is a bit different...
I am trying to apply the fog in my three.js scene to a shader thats using a TEXTURE and I can't figure it out. My best guess as to what is supposed to go into the frag was:
resultingColor = mix(texture2D(glowTexture, vUv), fogColor, fogFactor);
This works when the texture2D part is just a normal color but as a texture it doesn't render.
THREE.glowShader = {
vertexShader: [
`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
`
].join("\n"),
fragmentShader: [
"uniform sampler2D glowTexture;",
"varying vec2 vUv;",
"uniform vec3 fogColor;",
"uniform float fogNear;",
"uniform float fogFar;",
"void main() {",
`
vec4 resultingColor = texture2D(glowTexture, vUv);
`,
`#ifdef USE_FOG
#ifdef USE_LOGDEPTHBUF_EXT
float depth = gl_FragDepthEXT / gl_FragCoord.w;
#else
float depth = gl_FragCoord.z / gl_FragCoord.w;
#endif
#ifdef FOG_EXP2
float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );
#else
float fogFactor = smoothstep( fogNear, fogFar, depth );
#endif`,
// resultingColor = mix(texture2D(glowTexture, vUv), fogColor, fogFactor);
`#endif`,
"gl_FragColor = resultingColor;",
"}"
].join("\n")
}
Here is a fiddle that shows a ShaderMaterial with a texture and red fog
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
varying vec3 vPosition;
void main( void ) {
vUv = uv;
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
varying vec2 vUv;
uniform sampler2D texture;
uniform vec3 fogColor;
uniform float fogNear;
uniform float fogFar;
void main() {
gl_FragColor = texture2D(texture, vUv);
#ifdef USE_FOG
#ifdef USE_LOGDEPTHBUF_EXT
float depth = gl_FragDepthEXT / gl_FragCoord.w;
#else
float depth = gl_FragCoord.z / gl_FragCoord.w;
#endif
float fogFactor = smoothstep( fogNear, fogFar, depth );
gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );
#endif
}
</script>
Here is a bit of how to create the material
var uniforms = {
texture: { type: "t", value: texture},
fogColor: { type: "c", value: scene.fog.color },
fogNear: { type: "f", value: scene.fog.near },
fogFar: { type: "f", value: scene.fog.far }
};
var vertexShader = document.getElementById('vertexShader').text;
var fragmentShader = document.getElementById('fragmentShader').text;
material = new THREE.ShaderMaterial(
{
uniforms : uniforms,
vertexShader : vertexShader,
fragmentShader : fragmentShader,
fog: true
}
);

Shadow artifacts in opengl

I am trying to render an object and two lights, one of the lights cast shadows. Everything works ok but I noticed that there are some obvious artifacts, as shown in the below image, some shadows seem to overflow to bright areas.
Below is the shaders to render depth information into a framebuffer
<script id="shadow-shader-vertex" type="x-shader/x-vertex">
attribute vec4 aVertexPosition;
uniform mat4 uObjMVP;
void main() {
gl_Position = uObjMVP * aVertexPosition;
}
</script>
<script id="shadow-shader-fragment" type="x-shader/x-vertex">
precision mediump float;
void main() {
//pack gl_FragCoord.z
const vec4 bitShift = vec4(1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0);
const vec4 bitMask = vec4(1.0/256.0, 1.0/256.0, 1.0/256.0, 0.0);
vec4 rgbaDepth = fract(gl_FragCoord.z * bitShift);
rgbaDepth -= rgbaDepth.gbaa * bitMask;
gl_FragColor = rgbaDepth;
}
</script>
In the above shaders, uObjMVP is the MVP matrix used when looking from the position of the light that cast shadow (the warm light, the cold light does not cast shadow)
And here are the shaders to draw everything:
<script id="shader-vertex" type="x-shader/x-vertex">
//position of a vertex.
attribute vec4 aVertexPosition;
//vertex normal.
attribute vec3 aNormal;
//mvp matrix
uniform mat4 uObjMVP;
uniform mat3 uNormalMV;
//shadow mvp matrix
uniform mat4 uShadowMVP;
//interplate normals
varying vec3 vNormal;
//for shadow calculation
varying vec4 vShadowPositionFromLight;
void main() {
gl_Position = uObjMVP * aVertexPosition;
//convert normal direction from object space to view space
vNormal = uNormalMV * aNormal;
vShadowPositionFromLight = uShadowMVP * aVertexPosition;
}
</script>
<script id="shader-fragment" type="x-shader/x-fragment">
precision mediump float;
uniform sampler2D uShadowMap;
varying vec3 vNormal;
varying vec4 vShadowPositionFromLight;
struct baseColor {
vec3 ambient;
vec3 diffuse;
};
struct directLight {
vec3 direction;
vec3 color;
};
baseColor mysObjBaseColor = baseColor(
vec3(1.0, 1.0, 1.0),
vec3(1.0, 1.0, 1.0)
);
directLight warmLight = directLight(
normalize(vec3(-83.064, -1.99, -173.467)),
vec3(0.831, 0.976, 0.243)
);
directLight coldLight = directLight(
normalize(vec3(37.889, 47.864, -207.187)),
vec3(0.196, 0.361, 0.608)
);
vec3 ambientLightColor = vec3(0.3, 0.3, 0.3);
float unpackDepth(const in vec4 rgbaDepth) {
const vec4 bitShift = vec4(1.0, 1.0/256.0, 1.0/(256.0*256.0), 1.0/(256.0*256.0*256.0));
float depth = dot(rgbaDepth, bitShift);
return depth;
}
float calVisibility() {
vec3 shadowCoord = (vShadowPositionFromLight.xyz/vShadowPositionFromLight.w)/2.0 + 0.5;
float depth = unpackDepth(texture2D(uShadowMap, shadowCoord.xy));
return (shadowCoord.z > depth + 0.005) ? 0.4 : 1.0;
}
vec3 calAmbientLight(){
return ambientLightColor * mysObjBaseColor.ambient;
}
vec3 calDiffuseLight(const in directLight light, const in float visibility){
vec3 inverseLightDir = light.direction * -1.0;
float dot = max(dot(inverseLightDir, normalize(vNormal)), 0.0);
return light.color * mysObjBaseColor.diffuse * dot * visibility;
}
void main() {
vec3 ambientLight = calAmbientLight();
float visibility = calVisibility();
vec3 warmDiffuseLight = calDiffuseLight(warmLight, visibility);
// cold light does not cast shadow and hence visilibility is always 1.0
vec3 coldDiffuseLight = calDiffuseLight(coldLight, 1.0);
gl_FragColor = vec4(coldDiffuseLight + warmDiffuseLight + ambientLight, 1.0);
}
</script>
If I simply draw the depth information out on to the canvas,
void main() {
// vec3 ambientLight = calAmbientLight();
// float visibility = calVisibility();
// vec3 warmDiffuseLight = calDiffuseLight(warmLight, visibility);
// // cold light does not cast shadow and hence visilibility is always 1.0
// vec3 coldDiffuseLight = calDiffuseLight(coldLight, 1.0);
// gl_FragColor = vec4(coldDiffuseLight + warmDiffuseLight + ambientLight, 1.0);
vec3 shadowCoord = (vShadowPositionFromLight.xyz/vShadowPositionFromLight.w)/2.0 + 0.5;
gl_FragColor = vec4(unpackDepth(texture2D(uShadowMap, shadowCoord.xy)), 0.0, 0.0, 1.0);
}
I would get this image
Thanks in advance.

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