diff --git a/.storybook/stories/LensFlare.stories.tsx b/.storybook/stories/LensFlare.stories.tsx index f0ea6ce..da11f48 100644 --- a/.storybook/stories/LensFlare.stories.tsx +++ b/.storybook/stories/LensFlare.stories.tsx @@ -5,7 +5,7 @@ import { BackSide } from 'three' import { Box, useTexture } from '@react-three/drei' import { Setup } from '../Setup' -import { EffectComposer, LensFlare, Vignette, Bloom } from '../../src' +import { EffectComposer, LensFlare, Vignette, Bloom, BrightnessContrast } from '../../src' function SkyBox() { const texture = useTexture('digital_painting_golden_hour_sunset.jpg') @@ -54,10 +54,12 @@ export const Primary: Story = { + + ), - args: {}, + args: { colorGain: new THREE.Color(56, 21, 9) }, } function DirtLensFlare(props) { @@ -79,8 +81,10 @@ export const Secondary: Story = { + + ), - args: { starBurst: true }, + args: { starBurst: true, colorGain: new THREE.Color(56, 21, 9) }, } diff --git a/docs/effects/lensflare.mdx b/docs/effects/lensflare.mdx index 3b38fbe..6af2dbf 100644 --- a/docs/effects/lensflare.mdx +++ b/docs/effects/lensflare.mdx @@ -10,48 +10,29 @@ Based on [ektogamat/R3F-Ultimate-Lens-Flare](https://github.com/ektogamat/R3F-Ul ```jsx import { LensFlare } from '@react-three/postprocessing' -return ( - -) +return ``` -#### Ignoring occlusion on some objects +## Ignoring occlusion on some objects To disable the occlusion effect, simply add `userData={{ lensflare: 'no-occlusion' }}` to your object/mesh props. -#### Improving performance +## Improving performance Use bvh `` to enhance the internal raycaster performance. -#### Limitations +## Limitations The Ultimate Lens Flare leverages the raycaster to examine the material type of objects and determine if they are `MeshTransmissionMaterial` or `MeshPhysicalMaterial`. It checks for the transmission parameter to identify glass-like materials. Therefore, for an object to behave like glass, its material should have either `transmission = 1` or `transparent = true` and `opacity = NUMBER`. The effect automatically interprets the opacity `NUMBER` value to determine the brightness of the flare. -#### Credits +## Credits - https://www.shadertoy.com/view/4sK3W3 - https://www.shadertoy.com/view/4sX3Rs - https://www.shadertoy.com/view/dllSRX - https://www.shadertoy.com/view/Xlc3D2 - https://www.shadertoy.com/view/XtKfRV + +## Example + + diff --git a/src/effects/LensFlare.tsx b/src/effects/LensFlare.tsx index ee5bac6..d41ca39 100644 --- a/src/effects/LensFlare.tsx +++ b/src/effects/LensFlare.tsx @@ -1,93 +1,474 @@ // Created by Anderson Mancini 2023 -// React Three Fiber Ultimate LensFlare -// To be used Effect together with react-three/postprocessing +// From https://github.com/ektogamat/R3F-Ultimate-Lens-Flare import * as THREE from 'three' -import { useMemo, useEffect, forwardRef, useState, useContext } from 'react' +import { useEffect, useState, useContext, useRef } from 'react' import { useFrame, useThree } from '@react-three/fiber' import { BlendFunction, Effect } from 'postprocessing' import { easing } from 'maath' import { EffectComposerContext } from '../EffectComposer' +import { wrapEffect } from '../util' const LensFlareShader = { fragmentShader: /* glsl */ ` + uniform float time; + uniform vec2 lensPosition; + uniform vec2 screenRes; + uniform vec3 colorGain; + uniform float starPoints; + uniform float glareSize; + uniform float flareSize; + uniform float flareSpeed; + uniform float flareShape; + uniform float haloScale; + uniform float opacity; + uniform bool animated; + uniform bool anamorphic; + uniform bool enabled; + uniform bool secondaryGhosts; + uniform bool starBurst; + uniform float ghostScale; + uniform bool aditionalStreaks; + uniform sampler2D lensDirtTexture; + vec2 vTexCoord; + + float rand(float n){return fract(sin(n) * 43758.5453123);} - uniform float iTime; - uniform vec2 lensPosition; - uniform vec2 iResolution; - uniform vec3 colorGain; - uniform float starPoints; - uniform float glareSize; - uniform float flareSize; - uniform float flareSpeed; - uniform float flareShape; - uniform float haloScale; - uniform float opacity; - uniform bool animated; - uniform bool anamorphic; - uniform bool enabled; - uniform bool secondaryGhosts; - uniform bool starBurst; - uniform float ghostScale; - uniform bool aditionalStreaks; - uniform sampler2D lensDirtTexture; - vec2 vxtC; - - float rndf(float n){return fract(sin(n) * 43758.5453123);}float niz(float p){float fl = floor(p);float fc = fract(p);return mix(rndf(fl),rndf(fl + 1.0), fc);} - vec3 hsv2rgb(vec3 c){vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);vec3 p = abs(fract(c.xxx + k.xyz) * 6.0 - k.www);return c.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), c.y);} - float satU(float x){return clamp(x, 0.,1.);}vec2 rtU(vec2 naz, float rtn){return vec2(cos(rtn) * naz.x + sin(rtn) * naz.y,cos(rtn) * naz.y - sin(rtn) * naz.x);} - vec3 drwF(vec2 p, float intensity, float rnd, float speed, int id){float flhos = (1. / 32.) * float(id) * 0.1;float lingrad = distance(vec2(0.), p);float expg = 1. / exp(lingrad * (fract(rnd) * 0.66 + 0.33));vec3 qzTg = hsv2rgb(vec3( fract( (expg * 8.) + speed * flareSpeed + flhos), pow(1.-abs(expg*2.-1.), 0.45), 20.0 * expg * intensity));float internalStarPoints;if(anamorphic){internalStarPoints = 1.0;} else{internalStarPoints = starPoints;}float ams = length(p * flareShape * sin(internalStarPoints * atan(p.x, p.y)));float kJhg = pow(1.-satU(ams), ( anamorphic ? 100. : 12.));kJhg += satU(expg-0.9) * 3.;kJhg = pow(kJhg * expg, 8. + (1.-intensity) * 5.);if(flareSpeed > 0.0){return vec3(kJhg) * qzTg;} else{return vec3(kJhg) * flareSize * 15.;}} - float ams2(vec3 a, vec3 b) { return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z);}vec3 satU(vec3 x){return clamp(x, vec3(0.0), vec3(1.0));} - float glR(vec2 naz, vec2 pos, float zsi){vec2 mni;if(animated){mni = rtU(naz-pos, iTime * 0.1);} else{mni = naz-pos;}float ang = atan(mni.y, mni.x) * (anamorphic ? 1.0 : starPoints);float ams2 = length(mni);ams2 = pow(ams2, .9);float f0 = 1.0/(length(naz-pos)*(1.0/zsi*16.0)+.2);return f0+f0*(sin((ang))*.2 +.3);} - float sdHex(vec2 p){p = abs(p);vec2 q = vec2(p.x*2.0*0.5773503, p.y + p.x*0.5773503);return dot(step(q.xy,q.yx), 1.0-q.yx);}float fpow(float x, float k){return x > k ? pow((x-k)/(1.0-k),2.0) : 0.0;} - vec3 rHx(vec2 naz, vec2 p, float s, vec3 col){naz -= p;if (abs(naz.x) < 0.2*s && abs(naz.y) < 0.2*s){return mix(vec3(0),mix(vec3(0),col,0.1 + fpow(length(naz/s),0.1)*10.0),smoothstep(0.0,0.1,sdHex(naz*20.0/s)));}return vec3(0);} - vec3 mLs(vec2 naz, vec2 pos){vec2 mni = naz-pos;vec2 zxMp = naz*(length(naz));float ang = atan(mni.x,mni.y);float f0 = .3/(length(naz-pos)*16.0+1.0);f0 = f0*(sin(niz(sin(ang*3.9-(animated ? iTime : 0.0) * 0.3) * starPoints))*.2 );float f1 = max(0.01-pow(length(naz+1.2*pos),1.9),.0)*7.0;float f2 = max(.9/(10.0+32.0*pow(length(zxMp+0.99*pos),2.0)),.0)*0.35;float f22 = max(.9/(11.0+32.0*pow(length(zxMp+0.85*pos),2.0)),.0)*0.23;float f23 = max(.9/(12.0+32.0*pow(length(zxMp+0.95*pos),2.0)),.0)*0.6;vec2 ztX = mix(naz,zxMp, 0.1);float f4 = max(0.01-pow(length(ztX+0.4*pos),2.9),.0)*4.02;float f42 = max(0.0-pow(length(ztX+0.45*pos),2.9),.0)*4.1;float f43 = max(0.01-pow(length(ztX+0.5*pos),2.9),.0)*4.6;ztX = mix(naz,zxMp,-.4);float f5 = max(0.01-pow(length(ztX+0.1*pos),5.5),.0)*2.0;float f52 = max(0.01-pow(length(ztX+0.2*pos),5.5),.0)*2.0;float f53 = max(0.01-pow(length(ztX+0.1*pos),5.5),.0)*2.0;ztX = mix(naz,zxMp, 2.1);float f6 = max(0.01-pow(length(ztX-0.3*pos),1.61),.0)*3.159;float f62 = max(0.01-pow(length(ztX-0.325*pos),1.614),.0)*3.14;float f63 = max(0.01-pow(length(ztX-0.389*pos),1.623),.0)*3.12;vec3 c = vec3(glR(naz,pos, glareSize));vec2 prot;if(animated){prot = rtU(naz - pos, (iTime * 0.1));} else if(anamorphic){prot = rtU(naz - pos, 1.570796);} else {prot = naz - pos;}c += drwF(prot, (anamorphic ? flareSize * 10. : flareSize), 0.1, iTime, 1);c.r+=f1+f2+f4+f5+f6; c.g+=f1+f22+f42+f52+f62; c.b+=f1+f23+f43+f53+f63;c = c*1.3 * vec3(length(zxMp)+.09);c+=vec3(f0);return c;} - vec3 cc(vec3 clr, float fct,float fct2){float w = clr.x+clr.y+clr.z;return mix(clr,vec3(w)*fct,w*fct2);}float rnd(vec2 p){float f = fract(sin(dot(p, vec2(12.1234, 72.8392) )*45123.2));return f;}float rnd(float w){float f = fract(sin(w)*1000.);return f;} - float rShp(vec2 p, int N){float f;float a=atan(p.x,p.y)+.2;float b=6.28319/float(N);f=smoothstep(.5,.51, cos(floor(.5+a/b)*b-a)*length(p.xy)* 2.0 -ghostScale);return f;} - vec3 drC(vec2 p, float zsi, float dCy, vec3 clr, vec3 clr2, float ams2, vec2 esom){float l = length(p + esom*(ams2*2.))+zsi/2.;float l2 = length(p + esom*(ams2*4.))+zsi/3.;float c = max(0.01-pow(length(p + esom*ams2), zsi*ghostScale), 0.0)*10.;float c1 = max(0.001-pow(l-0.3, 1./40.)+sin(l*20.), 0.0)*3.;float c2 = max(0.09/pow(length(p-esom*ams2/.5)*1., .95), 0.0)/20.;float s = max(0.02-pow(rShp(p*5. + esom*ams2*5. + dCy, 6) , 1.), 0.0)*1.5;clr = cos(vec3(0.44, .24, .2)*8. + ams2*4.)*0.5+.5;vec3 f = c*clr;f += c1*clr;f += c2*clr;f += s*clr;return f-0.01;} - vec4 geLC(float x){return vec4(vec3(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(vec3(0., 0., 0.),vec3(0., 0., 0.), smoothstep(0.0, 0.063, x)),vec3(0., 0., 0.), smoothstep(0.063, 0.125, x)),vec3(0.0, 0., 0.), smoothstep(0.125, 0.188, x)),vec3(0.188, 0.131, 0.116), smoothstep(0.188, 0.227, x)),vec3(0.31, 0.204, 0.537), smoothstep(0.227, 0.251, x)),vec3(0.192, 0.106, 0.286), smoothstep(0.251, 0.314, x)),vec3(0.102, 0.008, 0.341), smoothstep(0.314, 0.392, x)),vec3(0.086, 0.0, 0.141), smoothstep(0.392, 0.502, x)),vec3(1.0, 0.31, 0.0), smoothstep(0.502, 0.604, x)),vec3(.1, 0.1, 0.1), smoothstep(0.604, 0.643, x)),vec3(1.0, 0.929, 0.0), smoothstep(0.643, 0.761, x)),vec3(1.0, 0.086, 0.424), smoothstep(0.761, 0.847, x)),vec3(1.0, 0.49, 0.0), smoothstep(0.847, 0.89, x)),vec3(0.945, 0.275, 0.475), smoothstep(0.89, 0.941, x)),vec3(0.251, 0.275, 0.796), smoothstep(0.941, 1.0, x))),1.0);} - float diTN(vec2 p){vec2 f = fract(p);f = (f * f) * (3.0 - (2.0 * f));float n = dot(floor(p), vec2(1.0, 157.0));vec4 a = fract(sin(vec4(n + 0.0, n + 1.0, n + 157.0, n + 158.0)) * 43758.5453123);return mix(mix(a.x, a.y, f.x), mix(a.z, a.w, f.x), f.y);} - float fbm(vec2 p){const mat2 m = mat2(0.80, -0.60, 0.60, 0.80);float f = 0.0;f += 0.5000*diTN(p); p = m*p*2.02;f += 0.2500*diTN(p); p = m*p*2.03;f += 0.1250*diTN(p); p = m*p*2.01;f += 0.0625*diTN(p);return f/0.9375;} - vec4 geLS(vec2 p){vec2 pp = (p - vec2(0.5)) * 2.0;float a = atan(pp.y, pp.x);vec4 cp = vec4(sin(a * 1.0), length(pp), sin(a * 13.0), sin(a * 53.0));float d = sin(clamp(pow(length(vec2(0.5) - p) * 0.5 + haloScale /2., 5.0), 0.0, 1.0) * 3.14159);vec3 c = vec3(d) * vec3(fbm(cp.xy * 16.0) * fbm(cp.zw * 9.0) * max(max(max(max(0.5, sin(a * 1.0)), sin(a * 3.0) * 0.8), sin(a * 7.0) * 0.8), sin(a * 9.0) * 10.6));c *= vec3(mix(2.0, (sin(length(pp.xy) * 256.0) * 0.5) + 0.5, sin((clamp((length(pp.xy) - 0.875) / 0.1, 0.0, 1.0) + 0.0) * 2.0 * 3.14159) * 1.5) + 0.5) * 0.3275;return vec4(vec3(c * 1.0), d);} - vec4 geLD(vec2 p){p.xy += vec2(fbm(p.yx * 3.0), fbm(p.yx * 2.0)) * 0.0825;vec3 o = vec3(mix(0.125, 0.25, max(max(smoothstep(0.1, 0.0, length(p - vec2(0.25))),smoothstep(0.4, 0.0, length(p - vec2(0.75)))),smoothstep(0.8, 0.0, length(p - vec2(0.875, 0.125))))));o += vec3(max(fbm(p * 1.0) - 0.5, 0.0)) * 0.5;o += vec3(max(fbm(p * 2.0) - 0.5, 0.0)) * 0.5;o += vec3(max(fbm(p * 4.0) - 0.5, 0.0)) * 0.25;o += vec3(max(fbm(p * 8.0) - 0.75, 0.0)) * 1.0;o += vec3(max(fbm(p * 16.0) - 0.75, 0.0)) * 0.75;o += vec3(max(fbm(p * 64.0) - 0.75, 0.0)) * 0.5;return vec4(clamp(o, vec3(0.15), vec3(1.0)), 1.0);} - vec4 txL(sampler2D tex, vec2 xtC){if(((xtC.x < 0.) || (xtC.y < 0.)) || ((xtC.x > 1.) || (xtC.y > 1.))){return vec4(0.0);}else{return texture(tex, xtC); }} - vec4 txD(sampler2D tex, vec2 xtC, vec2 dir, vec3 ditn) {return vec4(txL(tex, (xtC + (dir * ditn.r))).r,txL(tex, (xtC + (dir * ditn.g))).g,txL(tex, (xtC + (dir * ditn.b))).b,1.0);} - vec4 strB(){vec2 aspXtc = vec2(1.0) - (((vxtC - vec2(0.5)) * vec2(1.0)) + vec2(0.5)); vec2 xtC = vec2(1.0) - vxtC; vec2 ghvc = (vec2(0.5) - xtC) * 0.3 - lensPosition; vec2 ghNm = normalize(ghvc * vec2(1.0)) * vec2(1.0);vec2 haloVec = normalize(ghvc) * 0.6;vec2 hlNm = ghNm * 0.6;vec2 texelSize = vec2(1.0) / vec2(iResolution.xy);vec3 ditn = vec3(-(texelSize.x * 1.5), 0.2, texelSize.x * 1.5);vec4 c = vec4(0.0);for (int i = 0; i < 8; i++) {vec2 offset = xtC + (ghvc * float(i));c += txD(lensDirtTexture, offset, ghNm, ditn) * pow(max(0.0, 1.0 - (length(vec2(0.5) - offset) / length(vec2(0.5)))), 10.0);}vec2 uyTrz = xtC + hlNm; return (c * geLC((length(vec2(0.5) - aspXtc) / length(vec2(haloScale))))) +(txD(lensDirtTexture, uyTrz, ghNm, ditn) * pow(max(0.0, 1.0 - (length(vec2(0.5) - uyTrz) / length(vec2(0.5)))), 10.0));} - void mainImage(vec4 v,vec2 r,out vec4 i){vec2 g=r-.5;g.y*=iResolution.y/iResolution.x;vec2 l=lensPosition*.5;l.y*=iResolution.y/iResolution.x;vec3 f=mLs(g,l)*20.*colorGain/256.;if(aditionalStreaks){vec3 o=vec3(.9,.2,.1),p=vec3(.3,.1,.9);for(float n=0.;n<10.;n++)f+=drC(g,pow(rnd(n*2e3)*2.8,.1)+1.41,0.,o+n,p+n,rnd(n*20.)*3.+.2-.5,lensPosition);}if(secondaryGhosts){vec3 n=vec3(0);n+=rHx(g,-lensPosition*.25,ghostScale*1.4,vec3(.25,.35,0));n+=rHx(g,lensPosition*.25,ghostScale*.5,vec3(1,.5,.5));n+=rHx(g,lensPosition*.1,ghostScale*1.6,vec3(1));n+=rHx(g,lensPosition*1.8,ghostScale*2.,vec3(0,.5,.75));n+=rHx(g,lensPosition*1.25,ghostScale*.8,vec3(1,1,.5));n+=rHx(g,-lensPosition*1.25,ghostScale*5.,vec3(.5,.5,.25));n+=fpow(1.-abs(distance(lensPosition*.8,g)-.7),.985)*colorGain/2100.;f+=n;}if(starBurst){vxtC=g+.5;vec4 n=geLD(g);float o=1.-clamp(0.5,0.,.5)*2.;n+=mix(n,pow(n*2.,vec4(2))*.5,o);float s=(g.x+g.y)*(1./6.);vec2 d=mat2(cos(s),-sin(s),sin(s),cos(s))*vxtC;n+=geLS(d)*2.;f+=clamp(n.xyz*strB().xyz,.01,1.);}i=enabled?vec4(mix(f,vec3(0),opacity)+v.xyz,v.w):vec4(v);} -`, + float noise(float p){ + float fl = floor(p); + float fc = fract(p); + return mix(rand(fl),rand(fl + 1.0), fc); + } + + vec3 hsv2rgb(vec3 c) + { + vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + vec3 p = abs(fract(c.xxx + k.xyz) * 6.0 - k.www); + return c.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), c.y); + } + + float saturate(float x) + { + return clamp(x, 0.,1.); + } + + vec2 rotateUV(vec2 uv, float rotation) + { + return vec2( + cos(rotation) * uv.x + sin(rotation) * uv.y, + cos(rotation) * uv.y - sin(rotation) * uv.x + ); + } + + // Based on https://www.shadertoy.com/view/XtKfRV + vec3 drawflare(vec2 p, float intensity, float rnd, float speed, int id) + { + float flarehueoffset = (1. / 32.) * float(id) * 0.1; + float lingrad = distance(vec2(0.), p); + float expgrad = 1. / exp(lingrad * (fract(rnd) * 0.66 + 0.33)); + vec3 colgrad = hsv2rgb(vec3( fract( (expgrad * 8.) + speed * flareSpeed + flarehueoffset), pow(1.-abs(expgrad*2.-1.), 0.45), 20.0 * expgrad * intensity)); //rainbow spectrum effect + + float internalStarPoints; + + if(anamorphic){ + internalStarPoints = 1.0; + } else{ + internalStarPoints = starPoints; + } + + float blades = length(p * flareShape * sin(internalStarPoints * atan(p.x, p.y))); + + float comp = pow(1.-saturate(blades), ( anamorphic ? 100. : 12.)); + comp += saturate(expgrad-0.9) * 3.; + comp = pow(comp * expgrad, 8. + (1.-intensity) * 5.); + + if(flareSpeed > 0.0){ + return vec3(comp) * colgrad; + } else{ + return vec3(comp) * flareSize * 15.; + } + } + + float dist(vec3 a, vec3 b) { return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z); } + + vec3 saturate(vec3 x) + { + return clamp(x, vec3(0.0), vec3(1.0)); + } + + // Based on https://www.shadertoy.com/view/XtKfRV + float glare(vec2 uv, vec2 pos, float size) + { + vec2 main; + + if(animated){ + main = rotateUV(uv-pos, time * 0.1); + } else{ + main = uv-pos; + } + + float ang = atan(main.y, main.x) * (anamorphic ? 1.0 : starPoints); + float dist = length(main); + dist = pow(dist, .9); + + float f0 = 1.0/(length(uv-pos)*(1.0/size*16.0)+.2); + + return f0+f0*(sin((ang))*.2 +.3); + } + + float sdHex(vec2 p){ + p = abs(p); + vec2 q = vec2(p.x*2.0*0.5773503, p.y + p.x*0.5773503); + return dot(step(q.xy,q.yx), 1.0-q.yx); + } + + //Based on https://www.shadertoy.com/view/dllSRX + float fpow(float x, float k){ + return x > k ? pow((x-k)/(1.0-k),2.0) : 0.0; + } + + vec3 renderhex(vec2 uv, vec2 p, float s, vec3 col){ + uv -= p; + if (abs(uv.x) < 0.2*s && abs(uv.y) < 0.2*s){ + return mix(vec3(0),mix(vec3(0),col,0.1 + fpow(length(uv/s),0.1)*10.0),smoothstep(0.0,0.1,sdHex(uv*20.0/s))); + } + return vec3(0); + } + + // Based on https://www.shadertoy.com/view/4sX3Rs + vec3 LensFlare(vec2 uv, vec2 pos) + { + vec2 main = uv-pos; + vec2 uvd = uv*(length(uv)); + + float ang = atan(main.x,main.y); + + float f0 = .3/(length(uv-pos)*16.0+1.0); + + f0 = f0*(sin(noise(sin(ang*3.9-(animated ? time : 0.0) * 0.3) * starPoints))*.2 ); + + float f1 = max(0.01-pow(length(uv+1.2*pos),1.9),.0)*7.0; + + float f2 = max(.9/(10.0+32.0*pow(length(uvd+0.99*pos),2.0)),.0)*0.35; + float f22 = max(.9/(11.0+32.0*pow(length(uvd+0.85*pos),2.0)),.0)*0.23; + float f23 = max(.9/(12.0+32.0*pow(length(uvd+0.95*pos),2.0)),.0)*0.6; + + vec2 uvx = mix(uv,uvd, 0.1); + + float f4 = max(0.01-pow(length(uvx+0.4*pos),2.9),.0)*4.02; + float f42 = max(0.0-pow(length(uvx+0.45*pos),2.9),.0)*4.1; + float f43 = max(0.01-pow(length(uvx+0.5*pos),2.9),.0)*4.6; + + uvx = mix(uv,uvd,-.4); + + float f5 = max(0.01-pow(length(uvx+0.1*pos),5.5),.0)*2.0; + float f52 = max(0.01-pow(length(uvx+0.2*pos),5.5),.0)*2.0; + float f53 = max(0.01-pow(length(uvx+0.1*pos),5.5),.0)*2.0; + + uvx = mix(uv,uvd, 2.1); + + float f6 = max(0.01-pow(length(uvx-0.3*pos),1.61),.0)*3.159; + float f62 = max(0.01-pow(length(uvx-0.325*pos),1.614),.0)*3.14; + float f63 = max(0.01-pow(length(uvx-0.389*pos),1.623),.0)*3.12; + + vec3 c = vec3(glare(uv,pos, glareSize)); + + vec2 prot; + + if(animated){ + prot = rotateUV(uv - pos, (time * 0.1)); + } else if(anamorphic){ + prot = rotateUV(uv - pos, 1.570796); + } else { + prot = uv - pos; + } + + c += drawflare(prot, (anamorphic ? flareSize * 10. : flareSize), 0.1, time, 1); + + c.r+=f1+f2+f4+f5+f6; c.g+=f1+f22+f42+f52+f62; c.b+=f1+f23+f43+f53+f63; + c = c*1.3 * vec3(length(uvd)+.09); + c+=vec3(f0); + + return c; + } + + vec3 cc(vec3 color, float factor,float factor2) + { + float w = color.x+color.y+color.z; + return mix(color,vec3(w)*factor,w*factor2); + } + + float rnd(vec2 p) + { + float f = fract(sin(dot(p, vec2(12.1234, 72.8392) )*45123.2)); + return f; + } + + float rnd(float w) + { + float f = fract(sin(w)*1000.); + return f; + } + + float regShape(vec2 p, int N) + { + float f; + + float a=atan(p.x,p.y)+.2; + float b=6.28319/float(N); + f=smoothstep(.5,.51, cos(floor(.5+a/b)*b-a)*length(p.xy)* 2.0 -ghostScale); + + return f; + } + + // Based on https://www.shadertoy.com/view/Xlc3D2 + vec3 circle(vec2 p, float size, float decay, vec3 color, vec3 color2, float dist, vec2 position) + { + float l = length(p + position*(dist*2.))+size/2.; + float l2 = length(p + position*(dist*4.))+size/3.; + + float c = max(0.01-pow(length(p + position*dist), size*ghostScale), 0.0)*10.; + float c1 = max(0.001-pow(l-0.3, 1./40.)+sin(l*20.), 0.0)*3.; + float c2 = max(0.09/pow(length(p-position*dist/.5)*1., .95), 0.0)/20.; + float s = max(0.02-pow(regShape(p*5. + position*dist*5. + decay, 6) , 1.), 0.0)*1.5; + + color = cos(vec3(0.44, .24, .2)*16. + dist/8.)*0.5+.5; + vec3 f = c*color; + f += c1*color; + f += c2*color; + f += s*color; + return f; + } + + vec4 getLensColor(float x){ + return vec4(vec3(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(vec3(0., 0., 0.), + vec3(0., 0., 0.), smoothstep(0.0, 0.063, x)), + vec3(0., 0., 0.), smoothstep(0.063, 0.125, x)), + vec3(0.0, 0., 0.), smoothstep(0.125, 0.188, x)), + vec3(0.188, 0.131, 0.116), smoothstep(0.188, 0.227, x)), + vec3(0.31, 0.204, 0.537), smoothstep(0.227, 0.251, x)), + vec3(0.192, 0.106, 0.286), smoothstep(0.251, 0.314, x)), + vec3(0.102, 0.008, 0.341), smoothstep(0.314, 0.392, x)), + vec3(0.086, 0.0, 0.141), smoothstep(0.392, 0.502, x)), + vec3(1.0, 0.31, 0.0), smoothstep(0.502, 0.604, x)), + vec3(.1, 0.1, 0.1), smoothstep(0.604, 0.643, x)), + vec3(1.0, 0.929, 0.0), smoothstep(0.643, 0.761, x)), + vec3(1.0, 0.086, 0.424), smoothstep(0.761, 0.847, x)), + vec3(1.0, 0.49, 0.0), smoothstep(0.847, 0.89, x)), + vec3(0.945, 0.275, 0.475), smoothstep(0.89, 0.941, x)), + vec3(0.251, 0.275, 0.796), smoothstep(0.941, 1.0, x))), + 1.0); + } + + float dirtNoise(vec2 p){ + vec2 f = fract(p); + f = (f * f) * (3.0 - (2.0 * f)); + float n = dot(floor(p), vec2(1.0, 157.0)); + vec4 a = fract(sin(vec4(n + 0.0, n + 1.0, n + 157.0, n + 158.0)) * 43758.5453123); + return mix(mix(a.x, a.y, f.x), mix(a.z, a.w, f.x), f.y); + } + + float fbm(vec2 p){ + const mat2 m = mat2(0.80, -0.60, 0.60, 0.80); + float f = 0.0; + f += 0.5000*dirtNoise(p); p = m*p*2.02; + f += 0.2500*dirtNoise(p); p = m*p*2.03; + f += 0.1250*dirtNoise(p); p = m*p*2.01; + f += 0.0625*dirtNoise(p); + return f/0.9375; + } + + vec4 getLensStar(vec2 p){ + vec2 pp = (p - vec2(0.5)) * 2.0; + float a = atan(pp.y, pp.x); + vec4 cp = vec4(sin(a * 1.0), length(pp), sin(a * 13.0), sin(a * 53.0)); + float d = sin(clamp(pow(length(vec2(0.5) - p) * 0.5 + haloScale /2., 5.0), 0.0, 1.0) * 3.14159); + vec3 c = vec3(d) * vec3(fbm(cp.xy * 16.0) * fbm(cp.zw * 9.0) * max(max(max(max(0.5, sin(a * 1.0)), sin(a * 3.0) * 0.8), sin(a * 7.0) * 0.8), sin(a * 9.0) * 10.6)); + c *= vec3(mix(2.0, (sin(length(pp.xy) * 256.0) * 0.5) + 0.5, sin((clamp((length(pp.xy) - 0.875) / 0.1, 0.0, 1.0) + 0.0) * 2.0 * 3.14159) * 1.5) + 0.5) * 0.3275; + return vec4(vec3(c * 1.0), d); + } + + vec4 getLensDirt(vec2 p){ + p.xy += vec2(fbm(p.yx * 3.0), fbm(p.yx * 2.0)) * 0.0825; + vec3 o = vec3(mix(0.125, 0.25, max(max(smoothstep(0.1, 0.0, length(p - vec2(0.25))), + smoothstep(0.4, 0.0, length(p - vec2(0.75)))), + smoothstep(0.8, 0.0, length(p - vec2(0.875, 0.125)))))); + o += vec3(max(fbm(p * 1.0) - 0.5, 0.0)) * 0.5; + o += vec3(max(fbm(p * 2.0) - 0.5, 0.0)) * 0.5; + o += vec3(max(fbm(p * 4.0) - 0.5, 0.0)) * 0.25; + o += vec3(max(fbm(p * 8.0) - 0.75, 0.0)) * 1.0; + o += vec3(max(fbm(p * 16.0) - 0.75, 0.0)) * 0.75; + o += vec3(max(fbm(p * 64.0) - 0.75, 0.0)) * 0.5; + return vec4(clamp(o, vec3(0.15), vec3(1.0)), 1.0); + } + + vec4 textureLimited(sampler2D tex, vec2 texCoord){ + if(((texCoord.x < 0.) || (texCoord.y < 0.)) || ((texCoord.x > 1.) || (texCoord.y > 1.))){ + return vec4(0.0); + }else{ + return texture(tex, texCoord); + } + } + + vec4 textureDistorted(sampler2D tex, vec2 texCoord, vec2 direction, vec3 distortion) { + return vec4(textureLimited(tex, (texCoord + (direction * distortion.r))).r, + textureLimited(tex, (texCoord + (direction * distortion.g))).g, + textureLimited(tex, (texCoord + (direction * distortion.b))).b, + 1.0); + } + + // Based on https://www.shadertoy.com/view/4sK3W3 + vec4 getStartBurst(){ + vec2 aspectTexCoord = vec2(1.0) - (((vTexCoord - vec2(0.5)) * vec2(1.0)) + vec2(0.5)); + vec2 texCoord = vec2(1.0) - vTexCoord; + vec2 ghostVec = (vec2(0.5) - texCoord) * 0.3 - lensPosition; + vec2 ghostVecAspectNormalized = normalize(ghostVec * vec2(1.0)) * vec2(1.0); + vec2 haloVec = normalize(ghostVec) * 0.6; + vec2 haloVecAspectNormalized = ghostVecAspectNormalized * 0.6; + vec2 texelSize = vec2(1.0) / vec2(screenRes.xy); + vec3 distortion = vec3(-(texelSize.x * 1.5), 0.2, texelSize.x * 1.5); + vec4 c = vec4(0.0); + for (int i = 0; i < 8; i++) { + vec2 offset = texCoord + (ghostVec * float(i)); + c += textureDistorted(lensDirtTexture, offset, ghostVecAspectNormalized, distortion) * pow(max(0.0, 1.0 - (length(vec2(0.5) - offset) / length(vec2(0.5)))), 10.0); + } + vec2 haloOffset = texCoord + haloVecAspectNormalized; + return (c * getLensColor((length(vec2(0.5) - aspectTexCoord) / length(vec2(haloScale))))) + + (textureDistorted(lensDirtTexture, haloOffset, ghostVecAspectNormalized, distortion) * pow(max(0.0, 1.0 - (length(vec2(0.5) - haloOffset) / length(vec2(0.5)))), 10.0)); + } + + void mainImage(vec4 inputColor, vec2 uv, out vec4 outputColor) + { + vec2 myUV = uv -0.5; + myUV.y *= screenRes.y/screenRes.x; + vec2 finalLensPosition = lensPosition * 0.5; + finalLensPosition.y *= screenRes.y/screenRes.x; + + //First Lens flare pass + vec3 finalColor = LensFlare(myUV, finalLensPosition) * 20.0 * colorGain / 256.; + + //Aditional streaks + if(aditionalStreaks){ + vec3 circColor = vec3(0.9, 0.2, 0.1); + vec3 circColor2 = vec3(0.3, 0.1, 0.9); + + for(float i=0.;i<10.;i++){ + finalColor += circle(myUV, pow(rnd(i*2000.)*2.8, .1)+1.41, 0.0, circColor+i , circColor2+i, rnd(i*20.)*3.+0.2-.5, lensPosition); + } + } + + //Alternative ghosts + if(secondaryGhosts){ + vec3 altGhosts = vec3(0); + altGhosts += renderhex(myUV, -lensPosition*0.25, ghostScale * 1.4, vec3(0.25,0.35,0)); + altGhosts += renderhex(myUV, lensPosition*0.25, ghostScale * 0.5, vec3(1,0.5,0.5)); + altGhosts += renderhex(myUV, lensPosition*0.1, ghostScale * 1.6, vec3(1,1,1)); + altGhosts += renderhex(myUV, lensPosition*1.8, ghostScale * 2.0, vec3(0,0.5,0.75)); + altGhosts += renderhex(myUV, lensPosition*1.25, ghostScale * 0.8, vec3(1,1,0.5)); + altGhosts += renderhex(myUV, -lensPosition*1.25, ghostScale * 5.0, vec3(0.5,0.5,0.25)); + + //Circular ghosts + altGhosts += fpow(1.0 - abs(distance(lensPosition*0.8,myUV) - 0.7),0.985)*colorGain / 2100.; + finalColor += altGhosts; + } + + + //Starburst + if(starBurst){ + vTexCoord = myUV + 0.5; + vec4 lensMod = getLensDirt(myUV); + float tooBright = 1.0 - (clamp(0.5, 0.0, 0.5) * 2.0); + float tooDark = clamp(0.5 - 0.5, 0.0, 0.5) * 2.0; + lensMod += mix(lensMod, pow(lensMod * 2.0, vec4(2.0)) * 0.5, tooBright); + float lensStarRotationAngle = ((myUV.x + myUV.y)) * (1.0 / 6.0); + vec2 lensStarTexCoord = (mat2(cos(lensStarRotationAngle), -sin(lensStarRotationAngle), sin(lensStarRotationAngle), cos(lensStarRotationAngle)) * vTexCoord); + lensMod += getLensStar(lensStarTexCoord) * 2.; + + finalColor += clamp((lensMod.rgb * getStartBurst().rgb ), 0.01, 1.0); + } + + //Final composed output + if(enabled){ + outputColor = vec4(mix(finalColor, vec3(.0), opacity) + inputColor.rgb, inputColor.a); + } else { + outputColor = vec4(inputColor); + } + } + `, +} + +type LensFlareEffectOptions = { + /** The blend function of this effect */ + blendFunction: BlendFunction + /** Boolean to enable/disable the effect */ + enabled: boolean + /** The glare size */ + glareSize: number + /** The position of the lens flare in 3d space */ + lensPosition: THREE.Vector3 + /** Effect resolution */ + screenRes: THREE.Vector2 + /** The number of points for the star */ + starPoints: number + /** The flare side */ + flareSize: number + /** The flare animation speed */ + flareSpeed: number + /** Changes the appearance to anamorphic */ + flareShape: number + /** Animated flare */ + animated: boolean + /** Set the appearance to full anamorphic */ + anamorphic: boolean + /** Set the color gain for the lens flare. Must be a THREE.Color in RBG format */ + colorGain: THREE.Color + /** Texture to be used as color dirt for starburst effect */ + lensDirtTexture: THREE.Texture | null + /** The halo scale */ + haloScale: number + /** Option to enable/disable secondary ghosts */ + secondaryGhosts: boolean + /** Option to enable/disable aditional streaks */ + aditionalStreaks: boolean + /** Option to enable/disable secondary ghosts */ + ghostScale: number + /** TODO The opacity for this effect */ + opacity: number + /** Boolean to enable/disable the start burst effect. Can be disabled to improve performance */ + starBurst: boolean } export class LensFlareEffect extends Effect { constructor({ - blendFunction = BlendFunction.NORMAL, - enabled = true, - glareSize = 0.2, - lensPosition = [0.01, 0.01], - iResolution = [0, 0], - starPoints = 6, - flareSize = 0.01, - flareSpeed = 0.01, - flareShape = 0.01, - animated = true, - anamorphic = false, - colorGain = new THREE.Color(20, 20, 20), - lensDirtTexture = null as THREE.Texture | null, - haloScale = 0.5, - secondaryGhosts = true, - aditionalStreaks = true, - ghostScale = 0.0, - opacity = 1.0, - starBurst = false, - } = {}) { + blendFunction, + enabled, + glareSize, + lensPosition, + screenRes, + starPoints, + flareSize, + flareSpeed, + flareShape, + animated, + anamorphic, + colorGain, + lensDirtTexture, + haloScale, + secondaryGhosts, + aditionalStreaks, + ghostScale, + opacity, + starBurst, + }: LensFlareEffectOptions) { super('LensFlareEffect', LensFlareShader.fragmentShader, { blendFunction, uniforms: new Map([ ['enabled', new THREE.Uniform(enabled)], ['glareSize', new THREE.Uniform(glareSize)], ['lensPosition', new THREE.Uniform(lensPosition)], - ['iTime', new THREE.Uniform(0)], - ['iResolution', new THREE.Uniform(iResolution)], + ['time', new THREE.Uniform(0)], + ['screenRes', new THREE.Uniform(screenRes)], ['starPoints', new THREE.Uniform(starPoints)], ['flareSize', new THREE.Uniform(flareSize)], ['flareSpeed', new THREE.Uniform(flareSpeed)], @@ -107,82 +488,125 @@ export class LensFlareEffect extends Effect { } update(_renderer: any, _inputBuffer: any, deltaTime: number) { - const iTime = this.uniforms.get('iTime') - if (iTime) { - iTime.value += deltaTime + const time = this.uniforms.get('time') + if (time) { + time.value += deltaTime } } } -type LensFlareProps = ConstructorParameters[0] & { - position?: THREE.Vector3 - followMouse?: boolean +type LensFlareProps = { + /** Position of the effect */ + lensPosition?: THREE.Vector3 + /** The time that it takes to fade the occlusion */ smoothTime?: number -} +} & Partial -export const LensFlare = forwardRef( - ({ position = new THREE.Vector3(-25, 6, -60), followMouse = false, smoothTime = 0.07, ...props }, ref) => { - const viewport = useThree(({ viewport }) => viewport) - const raycaster = useThree(({ raycaster }) => raycaster) - const pointer = useThree(({ pointer }) => pointer) - const { scene, camera } = useContext(EffectComposerContext) +const LensFlareWrapped = /* @__PURE__ */ wrapEffect(LensFlareEffect) - const [projectedPosition] = useState(() => new THREE.Vector3()) - const [mouse2d] = useState(() => new THREE.Vector2()) +export const LensFlare = ({ + smoothTime = 0.07, + // + blendFunction = BlendFunction.NORMAL, + enabled = true, + glareSize = 0.2, + lensPosition = new THREE.Vector3(-25, 6, -60), + screenRes = new THREE.Vector2(0, 0), + starPoints = 6, + flareSize = 0.01, + flareSpeed = 0.01, + flareShape = 0.01, + animated = true, + anamorphic = false, + colorGain = new THREE.Color(20, 20, 20), + lensDirtTexture = null, + haloScale = 0.5, + secondaryGhosts = true, + aditionalStreaks = true, + ghostScale = 0.0, + opacity = 1.0, + starBurst = false, +}: LensFlareProps) => { + const viewport = useThree(({ viewport }) => viewport) + const raycaster = useThree(({ raycaster }) => raycaster) + const { scene, camera } = useContext(EffectComposerContext) + const [raycasterPos] = useState(() => new THREE.Vector2()) + const [projectedPosition] = useState(() => new THREE.Vector3()) - const effect = useMemo(() => new LensFlareEffect(props), [props]) + const ref = useRef(null) - useFrame((_, delta) => { - const uLensPosition = effect.uniforms.get('lensPosition') - const uOpacity = effect.uniforms.get('opacity') - if (!uLensPosition || !uOpacity) return + useFrame((_, delta) => { + if (!ref?.current) return + const uLensPosition = ref.current.uniforms.get('lensPosition') + const uOpacity = ref.current.uniforms.get('opacity') + if (!uLensPosition || !uOpacity) return - let target = 1 + let target = 1 - if (followMouse) { - uLensPosition.value.x = pointer.x - uLensPosition.value.y = pointer.y + projectedPosition.copy(lensPosition).project(camera) + if (projectedPosition.z > 1) return + + uLensPosition.value.x = projectedPosition.x + uLensPosition.value.y = projectedPosition.y + raycasterPos.x = projectedPosition.x + raycasterPos.y = projectedPosition.y + raycaster.setFromCamera(raycasterPos, camera) + + const intersects = raycaster.intersectObjects(scene.children, true) + const { object } = intersects[0] || {} + if (object) { + if (object.userData?.lensflare === 'no-occlusion') { target = 0 - } else { - projectedPosition.copy(position).project(camera) - if (projectedPosition.z > 1) return - - uLensPosition.value.x = projectedPosition.x - uLensPosition.value.y = projectedPosition.y - - mouse2d.set(projectedPosition.x, projectedPosition.y) - raycaster.setFromCamera(mouse2d, camera) - const intersects = raycaster.intersectObjects(scene.children, true) - const { object } = intersects[0] - if (object) { - if (object.userData?.lensflare === 'no-occlusion') { - target = 0 - } else if (object instanceof THREE.Mesh) { - if (object.material.uniforms?._transmission?.value > 0.2) { - //Check for MeshTransmissionMaterial - target = 0.2 - } else if (object.material._transmission && object.material._transmission > 0.2) { - //Check for MeshPhysicalMaterial with transmission setting - target = 0.2 - } else if (object.material.transparent) { - // Check for OtherMaterials with transparent parameter - target = object.material.opacity - } - } + } else if (object instanceof THREE.Mesh) { + if (object.material.uniforms?._transmission?.value > 0.2) { + //Check for MeshTransmissionMaterial + target = 0.2 + } else if (object.material._transmission && object.material._transmission > 0.2) { + //Check for MeshPhysicalMaterial with transmission setting + target = 0.2 + } else if (object.material.transparent) { + // Check for OtherMaterials with transparent parameter + target = object.material.opacity } } + } - easing.damp(uOpacity, 'value', target, smoothTime, delta) - }) + easing.damp(uOpacity, 'value', target, smoothTime, delta) + }) - useEffect(() => { - const iResolution = effect.uniforms.get('iResolution') - if (iResolution) { - iResolution.value.x = viewport.width - iResolution.value.y = viewport.height - } - }, [effect, viewport]) + useEffect(() => { + if (!ref?.current) return - return - } -) + const screenRes = ref.current.uniforms.get('screenRes') + if (screenRes) { + screenRes.value.x = viewport.width + screenRes.value.y = viewport.height + } + }, [viewport]) + + return ( + + ) +}