Constructs a new depth of field effect.
Optional
camera: CameraThe main camera.
Optional
options: { The options.
Optional
blendThe blend function of this effect.
Optional
bokehThe scale of the bokeh blur.
Optional
focalThe focal length. Range is [0.0, 1.0].
Optional
focusThe normalized focus distance. Range is [0.0, 1.0].
Optional
focusThe focus range. Range is [0.0, 1.0].
Optional
height?: numberDeprecated. Use resolutionY instead.
Optional
resolutionThe resolution scale.
Optional
resolutionX?: numberThe horizontal resolution.
Optional
resolutionY?: numberThe vertical resolution.
Optional
width?: numberDeprecated. Use resolutionX instead.
Optional
worldThe focus distance in world units.
Optional
worldThe focus distance in world units.
Readonly
blendThe blend mode of this effect.
Readonly
blurThis pass blurs the foreground CoC buffer to soften edges.
Readonly
definesPreprocessor macro definitions.
Call Effect.setChanged after changing macro definitions.
Readonly
extensionsWebGL extensions that are required by this effect.
Call Effect.setChanged after adding or removing extensions.
The name of this effect.
Protected
rendererThe renderer.
A target position that should be kept in focus. Set to null
to disable auto focus.
Readonly
uniformsShader uniforms.
Call Effect.setChanged after adding or removing uniforms.
The current bokeh scale.
The circle of confusion material.
Use cocMaterial instead.
The circle of confusion material.
The circle of confusion texture.
Experimental
The input color space.
Protected
Experimental
Sets the main camera.
Sets the main scene.
The mask function. Default is MULTIPLY_RGB
.
Experimental
The output color space.
Should only be changed if this effect converts the input colors to a different color space.
Protected
Experimental
The resolution of this effect.
Performs a shallow search for properties that define a dispose method and deletes them.
The EffectComposer calls this method when it is being destroyed.
Returns the effect attributes.
The attributes.
Returns the pass that blurs the foreground CoC buffer to soften edges.
The blur pass.
Use blurPass instead.
Protected
setProtected
Sets the effect attributes.
Effects that have the same attributes will be executed in the order in which they were registered. Some attributes imply a higher priority.
The attributes.
Protected
setProtected
Informs the associated EffectPass that this effect requires a shader recompilation.
Should be called after changing macros or extensions and after adding/removing uniforms.
Sets the depth texture.
You may override this method if your effect requires direct access to the depth texture that is bound to the associated EffectPass.
A depth texture.
Optional
depthPacking: DepthPackingStrategiesThe depth packing.
Protected
setProtected
setUpdates this effect.
The renderer.
A frame buffer that contains the result of the previous pass.
Optional
deltaTime: numberThe time between the last frame and the current one in seconds.
A depth of field effect.
Based on a graphics study by Adrian Courrèges and an article by Steve Avery: https://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/ https://pixelmischiefblog.wordpress.com/2016/11/25/bokeh-depth-of-field/