"use strict";
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
const BokehShader = {
  defines: {
    DEPTH_PACKING: 1,
    PERSPECTIVE_CAMERA: 1
  },
  uniforms: {
    tColor: { value: null },
    tDepth: { value: null },
    focus: { value: 1 },
    aspect: { value: 1 },
    aperture: { value: 0.025 },
    maxblur: { value: 0.01 },
    nearClip: { value: 1 },
    farClip: { value: 1e3 }
  },
  vertexShader: (
    /* glsl */
    `
    varying vec2 vUv;

    void main() {

    	vUv = uv;
    	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

    }
  `
  ),
  fragmentShader: (
    /* glsl */
    `
    #include <common>

    varying vec2 vUv;

    uniform sampler2D tColor;
    uniform sampler2D tDepth;

    uniform float maxblur; // max blur amount
    uniform float aperture; // aperture - bigger values for shallower depth of field

    uniform float nearClip;
    uniform float farClip;

    uniform float focus;
    uniform float aspect;

    #include <packing>

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

    float getViewZ( const in float depth ) {
    	#if PERSPECTIVE_CAMERA == 1
    	return perspectiveDepthToViewZ( depth, nearClip, farClip );
    	#else
    	return orthographicDepthToViewZ( depth, nearClip, farClip );
    	#endif
    }

    void main() {

    	vec2 aspectcorrect = vec2( 1.0, aspect );

    	float viewZ = getViewZ( getDepth( vUv ) );

    	float factor = ( focus + viewZ ); // viewZ is <= 0, so this is a difference equation

    	vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );

    	vec2 dofblur9 = dofblur * 0.9;
    	vec2 dofblur7 = dofblur * 0.7;
    	vec2 dofblur4 = dofblur * 0.4;

    	vec4 col = vec4( 0.0 );

    	col += texture2D( tColor, vUv.xy );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.0,   0.4  ) * aspectcorrect ) * dofblur );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.15,  0.37 ) * aspectcorrect ) * dofblur );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.29,  0.29 ) * aspectcorrect ) * dofblur );
    	col += texture2D( tColor, vUv.xy + ( vec2( -0.37,  0.15 ) * aspectcorrect ) * dofblur );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.40,  0.0  ) * aspectcorrect ) * dofblur );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.37, -0.15 ) * aspectcorrect ) * dofblur );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.29, -0.29 ) * aspectcorrect ) * dofblur );
    	col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.0,  -0.4  ) * aspectcorrect ) * dofblur );
    	col += texture2D( tColor, vUv.xy + ( vec2( -0.15,  0.37 ) * aspectcorrect ) * dofblur );
    	col += texture2D( tColor, vUv.xy + ( vec2( -0.29,  0.29 ) * aspectcorrect ) * dofblur );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.37,  0.15 ) * aspectcorrect ) * dofblur );
    	col += texture2D( tColor, vUv.xy + ( vec2( -0.4,   0.0  ) * aspectcorrect ) * dofblur );
    	col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );
    	col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.15, -0.37 ) * aspectcorrect ) * dofblur );

    	col += texture2D( tColor, vUv.xy + ( vec2(  0.15,  0.37 ) * aspectcorrect ) * dofblur9 );
    	col += texture2D( tColor, vUv.xy + ( vec2( -0.37,  0.15 ) * aspectcorrect ) * dofblur9 );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.37, -0.15 ) * aspectcorrect ) * dofblur9 );
    	col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );
    	col += texture2D( tColor, vUv.xy + ( vec2( -0.15,  0.37 ) * aspectcorrect ) * dofblur9 );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.37,  0.15 ) * aspectcorrect ) * dofblur9 );
    	col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.15, -0.37 ) * aspectcorrect ) * dofblur9 );

    	col += texture2D( tColor, vUv.xy + ( vec2(  0.29,  0.29 ) * aspectcorrect ) * dofblur7 );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.40,  0.0  ) * aspectcorrect ) * dofblur7 );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.29, -0.29 ) * aspectcorrect ) * dofblur7 );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.0,  -0.4  ) * aspectcorrect ) * dofblur7 );
    	col += texture2D( tColor, vUv.xy + ( vec2( -0.29,  0.29 ) * aspectcorrect ) * dofblur7 );
    	col += texture2D( tColor, vUv.xy + ( vec2( -0.4,   0.0  ) * aspectcorrect ) * dofblur7 );
    	col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.0,   0.4  ) * aspectcorrect ) * dofblur7 );

    	col += texture2D( tColor, vUv.xy + ( vec2(  0.29,  0.29 ) * aspectcorrect ) * dofblur4 );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.4,   0.0  ) * aspectcorrect ) * dofblur4 );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.29, -0.29 ) * aspectcorrect ) * dofblur4 );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.0,  -0.4  ) * aspectcorrect ) * dofblur4 );
    	col += texture2D( tColor, vUv.xy + ( vec2( -0.29,  0.29 ) * aspectcorrect ) * dofblur4 );
    	col += texture2D( tColor, vUv.xy + ( vec2( -0.4,   0.0  ) * aspectcorrect ) * dofblur4 );
    	col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );
    	col += texture2D( tColor, vUv.xy + ( vec2(  0.0,   0.4  ) * aspectcorrect ) * dofblur4 );

    	gl_FragColor = col / 41.0;
    	gl_FragColor.a = 1.0;

    }
  `
  )
};
exports.BokehShader = BokehShader;
//# sourceMappingURL=BokehShader.cjs.map