File: //var/www/aspa/three/addons/shaders/DepthLimitedBlurShader.js
import {
	Vector2
} from 'three';
/**
 * TODO
 */
const DepthLimitedBlurShader = {
	name: 'DepthLimitedBlurShader',
	defines: {
		'KERNEL_RADIUS': 4,
		'DEPTH_PACKING': 1,
		'PERSPECTIVE_CAMERA': 1
	},
	uniforms: {
		'tDiffuse': { value: null },
		'size': { value: new Vector2( 512, 512 ) },
		'sampleUvOffsets': { value: [ new Vector2( 0, 0 ) ] },
		'sampleWeights': { value: [ 1.0 ] },
		'tDepth': { value: null },
		'cameraNear': { value: 10 },
		'cameraFar': { value: 1000 },
		'depthCutoff': { value: 10 },
	},
	vertexShader: /* glsl */`
		#include <common>
		uniform vec2 size;
		varying vec2 vUv;
		varying vec2 vInvSize;
		void main() {
			vUv = uv;
			vInvSize = 1.0 / size;
			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
		}`,
	fragmentShader: /* glsl */`
		#include <common>
		#include <packing>
		uniform sampler2D tDiffuse;
		uniform sampler2D tDepth;
		uniform float cameraNear;
		uniform float cameraFar;
		uniform float depthCutoff;
		uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];
		uniform float sampleWeights[ KERNEL_RADIUS + 1 ];
		varying vec2 vUv;
		varying vec2 vInvSize;
		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, cameraNear, cameraFar );
			#else
			return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
			#endif
		}
		void main() {
			float depth = getDepth( vUv );
			if( depth >= ( 1.0 - EPSILON ) ) {
				discard;
			}
			float centerViewZ = -getViewZ( depth );
			bool rBreak = false, lBreak = false;
			float weightSum = sampleWeights[0];
			vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;
			for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {
				float sampleWeight = sampleWeights[i];
				vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;
				vec2 sampleUv = vUv + sampleUvOffset;
				float viewZ = -getViewZ( getDepth( sampleUv ) );
				if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;
				if( ! rBreak ) {
					diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
					weightSum += sampleWeight;
				}
				sampleUv = vUv - sampleUvOffset;
				viewZ = -getViewZ( getDepth( sampleUv ) );
				if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;
				if( ! lBreak ) {
					diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
					weightSum += sampleWeight;
				}
			}
			gl_FragColor = diffuseSum / weightSum;
		}`
};
const BlurShaderUtils = {
	createSampleWeights: function ( kernelRadius, stdDev ) {
		const weights = [];
		for ( let i = 0; i <= kernelRadius; i ++ ) {
			weights.push( gaussian( i, stdDev ) );
		}
		return weights;
	},
	createSampleOffsets: function ( kernelRadius, uvIncrement ) {
		const offsets = [];
		for ( let i = 0; i <= kernelRadius; i ++ ) {
			offsets.push( uvIncrement.clone().multiplyScalar( i ) );
		}
		return offsets;
	},
	configure: function ( material, kernelRadius, stdDev, uvIncrement ) {
		material.defines[ 'KERNEL_RADIUS' ] = kernelRadius;
		material.uniforms[ 'sampleUvOffsets' ].value = BlurShaderUtils.createSampleOffsets( kernelRadius, uvIncrement );
		material.uniforms[ 'sampleWeights' ].value = BlurShaderUtils.createSampleWeights( kernelRadius, stdDev );
		material.needsUpdate = true;
	}
};
function gaussian( x, stdDev ) {
	return Math.exp( - ( x * x ) / ( 2.0 * ( stdDev * stdDev ) ) ) / ( Math.sqrt( 2.0 * Math.PI ) * stdDev );
}
export { DepthLimitedBlurShader, BlurShaderUtils };