Eevee: Cleanup DoF implementation
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@@ -31,12 +31,11 @@ uniform vec2 nearFar; /* Near & far view depths values */
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? (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) \
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: (z * 2.0 - 1.0) * nearFar.y)
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#define weighted_sum(a, b, c, d, e) (a * e.x + b * e.y + c * e.z + d * e.w)
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#define weighted_sum(a, b, c, d, e) (a * e.x + b * e.y + c * e.z + d * e.w) / max(1e-6, dot(e, vec4(1.0)));
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float max_v4(vec4 v) { return max(max(v.x, v.y), max(v.z, v.w)); }
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#define THRESHOLD 0.0
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#define SIMILAR_COC_THRESHOLD 2.0
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#define THRESHOLD 1.0
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#ifdef STEP_DOWNSAMPLE
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@@ -70,23 +69,17 @@ void main(void)
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vec4 coc_near = calculate_coc(zdepth);
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vec4 coc_far = -coc_near;
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/* now we need to write the near-far fields premultiplied by the coc */
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/* Also reject pixels that have a much lower coc than the max coc pixel. */
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vec4 near_weights = step(THRESHOLD, coc_near) * step(max_v4(coc_near) - SIMILAR_COC_THRESHOLD, coc_near);
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vec4 far_weights = step(THRESHOLD, coc_far) * step(max_v4(coc_far) - SIMILAR_COC_THRESHOLD, coc_far);
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cocData.x = max(max_v4(coc_near), 0.0);
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cocData.y = max(max_v4(coc_far), 0.0);
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/* now we need to write the near-far fields premultiplied by the coc
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* also use bilateral weighting by each coc values to avoid bleeding. */
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vec4 near_weights = step(THRESHOLD, coc_near) * clamp(1.0 - abs(cocData.x - coc_near), 0.0, 1.0);
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vec4 far_weights = step(THRESHOLD, coc_far) * clamp(1.0 - abs(cocData.y - coc_far), 0.0, 1.0);
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/* now write output to weighted buffers. */
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nearColor = weighted_sum(color1, color2, color3, color4, near_weights);
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farColor = weighted_sum(color1, color2, color3, color4, far_weights);
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/* Normalize the color (don't divide by 0.0) */
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nearColor /= max(1e-6, dot(near_weights, near_weights));
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farColor /= max(1e-6, dot(far_weights, far_weights));
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float max_near_coc = max(max_v4(coc_near), 0.0);
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float max_far_coc = max(max_v4(coc_far), 0.0);
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cocData = vec2(max_near_coc, max_far_coc);
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}
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#elif defined(STEP_SCATTER)
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@@ -199,26 +192,20 @@ void main(void)
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float coc_far = max(-coc_signed, 0.0);
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float coc_near = max(coc_signed, 0.0);
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vec2 texelSize = vec2(0.5, 1.0) / vec2(textureSize(scatterBuffer, 0));
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vec4 srccolor = textureLod(colorBuffer, uv, 0.0);
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vec4 focus_col = textureLod(colorBuffer, uv, 0.0);
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vec2 texelSize = vec2(0.5, 1.0) / vec2(textureSize(scatterBuffer, 0));
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vec2 near_uv = uv * vec2(0.5, 1.0);
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vec2 far_uv = near_uv + vec2(0.5, 0.0);
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vec4 farcolor = upsample_filter(scatterBuffer, far_uv, texelSize);
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vec4 nearcolor = upsample_filter(scatterBuffer, near_uv, texelSize);
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vec4 near_col = upsample_filter(scatterBuffer, near_uv, texelSize);
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vec4 far_col = upsample_filter(scatterBuffer, far_uv, texelSize);
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float farweight = farcolor.a;
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float nearweight = nearcolor.a;
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float far_w = far_col.a;
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float near_w = near_col.a;
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float focus_w = 1.0 - smoothstep(1.0, MERGE_THRESHOLD, abs(coc_signed));
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focus_col *= focus_w; /* Premul */
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if (farcolor.a > 0.0) farcolor /= farcolor.a;
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if (nearcolor.a > 0.0) nearcolor /= nearcolor.a;
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float mixfac = smoothstep(1.0, MERGE_THRESHOLD, abs(coc_signed));
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float totalweight = nearweight + farweight;
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farcolor = mix(srccolor, farcolor, mixfac);
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nearcolor = mix(srccolor, nearcolor, mixfac);
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fragColor = mix(farcolor, nearcolor, nearweight / max(1e-6, totalweight));
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fragColor = (far_col + near_col + focus_col) / (near_w + focus_w + far_w);
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}
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#endif
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@@ -47,7 +47,9 @@ void main()
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color = texelFetch(farBuffer, texelco, 0);
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}
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/* find the area the pixel will cover and divide the color by it */
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color.a = 1.0 / (coc * coc * M_PI);
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/* HACK: 4.0 out of nowhere (I suppose it's 4 pixels footprint for coc 0?)
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* Makes near in focus more closer to 1.0 alpha. */
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color.a = 4.0 / (coc * coc * M_PI);
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color.rgb *= color.a;
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/* Compute edge to discard fragment that does not belong to the other layer. */
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@@ -92,7 +94,9 @@ void main()
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gl_Position.xy += (0.5 + vec2(texelco) * 2.0) * texel_size;
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/* Push far plane to left side. */
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gl_Position.x += (!is_near) ? 1.0 : 0.0;
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if (!is_near) {
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gl_Position.x += 2.0 / 2.0;
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}
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/* don't do smoothing for small sprites */
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if (coc > 3.0) {
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@@ -101,6 +105,4 @@ void main()
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else {
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smoothFac = 1.0;
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}
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int tex_width = textureSize(cocBuffer, 0).x;
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}
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