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| 1 | +import { Vector2, TempNode } from 'three/webgpu'; |
| 2 | +import { |
| 3 | + nodeObject, |
| 4 | + Fn, |
| 5 | + uniform, |
| 6 | + convertToTexture, |
| 7 | + float, |
| 8 | + vec4, |
| 9 | + uv, |
| 10 | + NodeUpdateType, |
| 11 | +} from 'three/tsl'; |
| 12 | + |
| 13 | +/** |
| 14 | + * Post processing node for applying chromatic aberration effect. |
| 15 | + * This effect simulates the color fringing that occurs in real camera lenses |
| 16 | + * by separating and offsetting the red, green, and blue channels. |
| 17 | + * |
| 18 | + * @augments TempNode |
| 19 | + * @three_import import { chromaticAberration } from 'three/addons/tsl/display/ChromaticAberrationNode.js'; |
| 20 | + */ |
| 21 | +class ChromaticAberrationNode extends TempNode { |
| 22 | + |
| 23 | + static get type() { |
| 24 | + |
| 25 | + return 'ChromaticAberrationNode'; |
| 26 | + |
| 27 | + } |
| 28 | + |
| 29 | + /** |
| 30 | + * Constructs a new chromatic aberration node. |
| 31 | + * |
| 32 | + * @param {TextureNode} textureNode - The texture node that represents the input of the effect. |
| 33 | + * @param {Node} strengthNode - The strength of the chromatic aberration effect as a node. |
| 34 | + * @param {Node} centerNode - The center point of the effect as a node. |
| 35 | + * @param {Node} scaleNode - The scale factor for stepped scaling from center as a node. |
| 36 | + */ |
| 37 | + constructor( textureNode, strengthNode, centerNode, scaleNode ) { |
| 38 | + |
| 39 | + super( 'vec4' ); |
| 40 | + |
| 41 | + /** |
| 42 | + * The texture node that represents the input of the effect. |
| 43 | + * |
| 44 | + * @type {texture} |
| 45 | + */ |
| 46 | + this.textureNode = textureNode; |
| 47 | + |
| 48 | + /** |
| 49 | + * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates |
| 50 | + * its internal uniforms once per frame in `updateBefore()`. |
| 51 | + * |
| 52 | + * @type {string} |
| 53 | + * @default 'frame' |
| 54 | + */ |
| 55 | + this.updateBeforeType = NodeUpdateType.FRAME; |
| 56 | + |
| 57 | + /** |
| 58 | + * A node holding the strength of the effect. |
| 59 | + * |
| 60 | + * @type {Node} |
| 61 | + */ |
| 62 | + this.strengthNode = strengthNode; |
| 63 | + |
| 64 | + /** |
| 65 | + * A node holding the center point of the effect. |
| 66 | + * |
| 67 | + * @type {Node} |
| 68 | + */ |
| 69 | + this.centerNode = centerNode; |
| 70 | + |
| 71 | + /** |
| 72 | + * A node holding the scale factor for stepped scaling. |
| 73 | + * |
| 74 | + * @type {Node} |
| 75 | + */ |
| 76 | + this.scaleNode = scaleNode; |
| 77 | + |
| 78 | + /** |
| 79 | + * A uniform node holding the inverse resolution value. |
| 80 | + * |
| 81 | + * @private |
| 82 | + * @type {UniformNode<vec2>} |
| 83 | + */ |
| 84 | + this._invSize = uniform( new Vector2() ); |
| 85 | + |
| 86 | + } |
| 87 | + |
| 88 | + /** |
| 89 | + * This method is used to update the effect's uniforms once per frame. |
| 90 | + * |
| 91 | + * @param {NodeFrame} frame - The current node frame. |
| 92 | + */ |
| 93 | + updateBefore( /* frame */ ) { |
| 94 | + |
| 95 | + const map = this.textureNode.value; |
| 96 | + this._invSize.value.set( 1 / map.image.width, 1 / map.image.height ); |
| 97 | + |
| 98 | + } |
| 99 | + |
| 100 | + /** |
| 101 | + * This method is used to setup the effect's TSL code. |
| 102 | + * |
| 103 | + * @param {NodeBuilder} builder - The current node builder. |
| 104 | + * @return {ShaderCallNodeInternal} |
| 105 | + */ |
| 106 | + setup( /* builder */ ) { |
| 107 | + |
| 108 | + const textureNode = this.textureNode; |
| 109 | + const uvNode = textureNode.uvNode || uv(); |
| 110 | + |
| 111 | + const ApplyChromaticAberration = Fn( ( [ uv, strength, center, scale ] ) => { |
| 112 | + |
| 113 | + // Calculate distance from center |
| 114 | + const offset = uv.sub( center ); |
| 115 | + const distance = offset.length(); |
| 116 | + |
| 117 | + // Create stepped scaling zones based on distance |
| 118 | + // Each channel gets different scaling steps |
| 119 | + const redScale = float( 1.0 ).add( scale.mul( 0.02 ).mul( strength ) ); // Red channel scaled outward |
| 120 | + const greenScale = float( 1.0 ); // Green stays at original scale |
| 121 | + const blueScale = float( 1.0 ).sub( scale.mul( 0.02 ).mul( strength ) ); // Blue channel scaled inward |
| 122 | + |
| 123 | + // Create radial distortion based on distance from center |
| 124 | + const aberrationStrength = strength.mul( distance ); |
| 125 | + |
| 126 | + // Calculate scaled UV coordinates for each channel |
| 127 | + const redUV = center.add( offset.mul( redScale ) ); |
| 128 | + const greenUV = center.add( offset.mul( greenScale ) ); |
| 129 | + const blueUV = center.add( offset.mul( blueScale ) ); |
| 130 | + |
| 131 | + // Apply additional chromatic offset based on aberration strength |
| 132 | + const rOffset = offset.mul( aberrationStrength ).mul( float( 0.01 ) ); |
| 133 | + const gOffset = offset.mul( aberrationStrength ).mul( float( 0.0 ) ); |
| 134 | + const bOffset = offset.mul( aberrationStrength ).mul( float( - 0.01 ) ); |
| 135 | + |
| 136 | + // Final UV coordinates combining scale and chromatic aberration |
| 137 | + const finalRedUV = redUV.add( rOffset ); |
| 138 | + const finalGreenUV = greenUV.add( gOffset ); |
| 139 | + const finalBlueUV = blueUV.add( bOffset ); |
| 140 | + |
| 141 | + // Sample texture for each channel |
| 142 | + const r = textureNode.sample( finalRedUV ).r; |
| 143 | + const g = textureNode.sample( finalGreenUV ).g; |
| 144 | + const b = textureNode.sample( finalBlueUV ).b; |
| 145 | + |
| 146 | + // Get original alpha |
| 147 | + const a = textureNode.sample( uv ).a; |
| 148 | + |
| 149 | + return vec4( r, g, b, a ); |
| 150 | + |
| 151 | + } ).setLayout( { |
| 152 | + name: 'ChromaticAberrationShader', |
| 153 | + type: 'vec4', |
| 154 | + inputs: [ |
| 155 | + { name: 'uv', type: 'vec2' }, |
| 156 | + { name: 'strength', type: 'float' }, |
| 157 | + { name: 'center', type: 'vec2' }, |
| 158 | + { name: 'scale', type: 'float' }, |
| 159 | + { name: 'invSize', type: 'vec2' } |
| 160 | + ] |
| 161 | + } ); |
| 162 | + |
| 163 | + const chromaticAberrationFn = Fn( () => { |
| 164 | + |
| 165 | + return ApplyChromaticAberration( |
| 166 | + uvNode, |
| 167 | + this.strengthNode, |
| 168 | + this.centerNode, |
| 169 | + this.scaleNode, |
| 170 | + this._invSize |
| 171 | + ); |
| 172 | + |
| 173 | + } ); |
| 174 | + |
| 175 | + const outputNode = chromaticAberrationFn(); |
| 176 | + |
| 177 | + return outputNode; |
| 178 | + |
| 179 | + } |
| 180 | + |
| 181 | +} |
| 182 | + |
| 183 | +export default ChromaticAberrationNode; |
| 184 | + |
| 185 | +/** |
| 186 | + * TSL function for creating a chromatic aberration node for post processing. |
| 187 | + * |
| 188 | + * @tsl |
| 189 | + * @function |
| 190 | + * @param {Node<vec4>} node - The node that represents the input of the effect. |
| 191 | + * @param {Node|number} [strength=1.0] - The strength of the chromatic aberration effect as a node or value. |
| 192 | + * @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). |
| 193 | + * @param {Node|number} [scale=1.1] - The scale factor for stepped scaling from center as a node or value. |
| 194 | + * @returns {ChromaticAberrationNode} |
| 195 | + */ |
| 196 | +export const chromaticAberration = ( node, strength = 1.0, center = null, scale = 1.1 ) => { |
| 197 | + |
| 198 | + return nodeObject( |
| 199 | + new ChromaticAberrationNode( |
| 200 | + convertToTexture( node ), |
| 201 | + nodeObject( strength ), |
| 202 | + nodeObject( center ), |
| 203 | + nodeObject( scale ) |
| 204 | + ) |
| 205 | + ); |
| 206 | +}; |
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