File: //var/www/aspa/three/addons/shaders/DOFMipMapShader.js
/**
 * Depth-of-field shader using mipmaps
 * - from Matt Handley @applmak
 * - requires power-of-2 sized render target with enabled mipmaps
 */
const DOFMipMapShader = {
	name: 'DOFMipMapShader',
	uniforms: {
		'tColor': { value: null },
		'tDepth': { value: null },
		'focus': { value: 1.0 },
		'maxblur': { value: 1.0 }
	},
	vertexShader: /* glsl */`
		varying vec2 vUv;
		void main() {
			vUv = uv;
			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
		}`,
	fragmentShader: /* glsl */`
		uniform float focus;
		uniform float maxblur;
		uniform sampler2D tColor;
		uniform sampler2D tDepth;
		varying vec2 vUv;
		void main() {
			vec4 depth = texture2D( tDepth, vUv );
			float factor = depth.x - focus;
			vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );
			gl_FragColor = col;
			gl_FragColor.a = 1.0;
		}`
};
export { DOFMipMapShader };