Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
110 lines
2.8 KiB
GLSL
110 lines
2.8 KiB
GLSL
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uniform vec4 bokehParams[2];
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#define bokeh_rotation bokehParams[0].x
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#define bokeh_ratio bokehParams[0].y
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#define bokeh_maxsize bokehParams[0].z
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uniform sampler2D nearBuffer;
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uniform sampler2D farBuffer;
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uniform sampler2D cocBuffer;
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flat out vec4 color;
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flat out float weight;
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flat out float smoothFac;
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flat out ivec2 edge;
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out vec2 particlecoord;
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#define M_PI 3.1415926535897932384626433832795
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/* Scatter pass, calculate a triangle covering the CoC. */
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void main()
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{
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ivec2 tex_size = textureSize(cocBuffer, 0);
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/* We render to a double width texture so compute
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* the target texel size accordingly */
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vec2 texel_size = vec2(0.5, 1.0) / vec2(tex_size);
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int t_id = gl_VertexID / 3; /* Triangle Id */
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ivec2 texelco = ivec2(0);
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/* some math to get the target pixel */
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texelco.x = t_id % tex_size.x;
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texelco.y = t_id / tex_size.x;
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vec2 cocs = texelFetch(cocBuffer, texelco, 0).rg;
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bool is_near = (cocs.x > cocs.y);
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float coc = (is_near) ? cocs.x : cocs.y;
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/* Clamp to max size for performance */
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coc = min(coc, bokeh_maxsize);
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if (coc >= 1.0) {
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if (is_near) {
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color = texelFetch(nearBuffer, texelco, 0);
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}
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else {
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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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/* 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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weight = 4.0 / (coc * coc * M_PI);
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color *= weight;
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/* Compute edge to discard fragment that does not belong to the other layer. */
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edge.x = (is_near) ? 1 : -1;
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edge.y = (is_near) ? -tex_size.x + 1 : tex_size.x;
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}
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else {
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/* Don't produce any fragments */
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color = vec4(0.0);
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gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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/* Generate Triangle : less memory fetches from a VBO */
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int v_id = gl_VertexID % 3; /* Vertex Id */
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/* Extend to cover at least the unit circle */
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const float extend = (cos(M_PI / 4.0) + 1.0) * 2.0;
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/* Crappy diagram
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* ex 1
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* | \
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* | \
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* 1 | \
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* | \
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* | \
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* 0 | x \
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* | Circle \
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* | Origin \
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* -1 0 --------------- 2
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* -1 0 1 ex
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*/
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gl_Position.x = float(v_id / 2) * extend - 1.0; /* int divisor round down */
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gl_Position.y = float(v_id % 2) * extend - 1.0;
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gl_Position.z = 0.0;
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gl_Position.w = 1.0;
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/* Generate Triangle */
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particlecoord = gl_Position.xy;
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gl_Position.xy *= coc * texel_size * vec2(bokeh_ratio, 1.0);
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gl_Position.xy -= 1.0 - 0.5 * texel_size; /* NDC Bottom left */
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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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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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smoothFac = 1.0 - 1.5 / coc;
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}
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else {
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smoothFac = 1.0;
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}
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}
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