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blender-archive/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl

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GLSL

uniform mat4 ProjectionMatrix;
uniform sampler2D colorBuffer;
uniform sampler2D depthBuffer;
uniform vec2 dofParams;
uniform bool unpremult;
#define dof_mul dofParams.x /* distance * aperturesize * invsensorsize */
#define dof_bias dofParams.y /* aperturesize * invsensorsize */
uniform vec4 bokehParams[2];
#define bokeh_rotation bokehParams[0].x
#define bokeh_ratio bokehParams[0].y
#define bokeh_maxsize bokehParams[0].z
#define bokeh_sides \
bokehParams[1] /* Polygon Bokeh shape number of sides (with precomputed vars) */
uniform vec2 nearFar; /* Near & far view depths values */
#define M_PI 3.1415926535897932384626433832795
#define M_2PI 6.2831853071795864769252868
/* -------------- Utils ------------- */
/* divide by sensor size to get the normalized size */
#define calculate_coc(zdepth) (dof_mul / zdepth - dof_bias)
#define linear_depth(z) \
((ProjectionMatrix[3][3] == 0.0) ? \
(nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) : \
z * (nearFar.y - nearFar.x) + nearFar.x) /* Only true for camera view! */
#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)));
float max_v4(vec4 v)
{
return max(max(v.x, v.y), max(v.z, v.w));
}
#define THRESHOLD 1.0
#ifdef STEP_DOWNSAMPLE
layout(location = 0) out vec4 nearColor;
layout(location = 1) out vec4 farColor;
layout(location = 2) out vec2 cocData;
/* Downsample the color buffer to half resolution.
* Weight color samples by
* Compute maximum CoC for near and far blur. */
void main(void)
{
ivec4 uvs = ivec4(gl_FragCoord.xyxy) * 2 + ivec4(0, 0, 1, 1);
/* custom downsampling */
vec4 color1 = texelFetch(colorBuffer, uvs.xy, 0);
vec4 color2 = texelFetch(colorBuffer, uvs.zw, 0);
vec4 color3 = texelFetch(colorBuffer, uvs.zy, 0);
vec4 color4 = texelFetch(colorBuffer, uvs.xw, 0);
/* Leverage SIMD by combining 4 depth samples into a vec4 */
vec4 depth;
depth.r = texelFetch(depthBuffer, uvs.xy, 0).r;
depth.g = texelFetch(depthBuffer, uvs.zw, 0).r;
depth.b = texelFetch(depthBuffer, uvs.zy, 0).r;
depth.a = texelFetch(depthBuffer, uvs.xw, 0).r;
vec4 zdepth = linear_depth(depth);
/* Compute signed CoC for each depth samples */
vec4 coc_near = calculate_coc(zdepth);
vec4 coc_far = -coc_near;
cocData.x = max(max_v4(coc_near), 0.0);
cocData.y = max(max_v4(coc_far), 0.0);
/* now we need to write the near-far fields premultiplied by the coc
* also use bilateral weighting by each coc values to avoid bleeding. */
vec4 near_weights = step(THRESHOLD, coc_near) * clamp(1.0 - abs(cocData.x - coc_near), 0.0, 1.0);
vec4 far_weights = step(THRESHOLD, coc_far) * clamp(1.0 - abs(cocData.y - coc_far), 0.0, 1.0);
# ifdef USE_ALPHA_DOF
/* Premult */
color1.rgb *= color1.a;
color2.rgb *= color2.a;
color3.rgb *= color3.a;
color4.rgb *= color4.a;
# endif
/* now write output to weighted buffers. */
nearColor = weighted_sum(color1, color2, color3, color4, near_weights);
farColor = weighted_sum(color1, color2, color3, color4, far_weights);
}
#elif defined(STEP_SCATTER)
flat in vec4 color;
flat in float weight;
flat in float smoothFac;
flat in ivec2 edge;
/* coordinate used for calculating radius */
in vec2 particlecoord;
layout(location = 0) out vec4 fragColor;
# ifdef USE_ALPHA_DOF
layout(location = 1) out float fragAlpha;
# endif
/* accumulate color in the near/far blur buffers */
void main(void)
{
/* Discard to avoid bleeding onto the next layer */
if (int(gl_FragCoord.x) * edge.x + edge.y > 0) {
discard;
}
/* Circle Dof */
float dist = length(particlecoord);
/* Outside of bokeh shape */
if (dist > 1.0) {
discard;
}
/* Regular Polygon Dof */
if (bokeh_sides.x > 0.0) {
/* Circle parametrization */
float theta = atan(particlecoord.y, particlecoord.x) + bokeh_rotation;
/* Optimized version of :
* float denom = theta - (M_2PI / bokeh_sides) * floor((bokeh_sides * theta + M_PI) / M_2PI);
* float r = cos(M_PI / bokeh_sides) / cos(denom); */
float denom = theta - bokeh_sides.y * floor(bokeh_sides.z * theta + 0.5);
float r = bokeh_sides.w / cos(denom);
/* Divide circle radial coord by the shape radius for angle theta.
* Giving us the new linear radius to the shape edge. */
dist /= r;
/* Outside of bokeh shape */
if (dist > 1.0) {
discard;
}
}
fragColor = color;
/* Smooth the edges a bit. This effectively reduce the bokeh shape
* but does fade out the undersampling artifacts. */
float shape = smoothstep(1.0, min(0.999, smoothFac), dist);
fragColor *= shape;
# ifdef USE_ALPHA_DOF
fragAlpha = fragColor.a;
fragColor.a = weight * shape;
# endif
}
#elif defined(STEP_RESOLVE)
# define MERGE_THRESHOLD 4.0
uniform sampler2D scatterBuffer;
uniform sampler2D scatterAlphaBuffer;
in vec4 uvcoordsvar;
out vec4 fragColor;
vec4 upsample_filter(sampler2D tex, vec2 uv, vec2 texelSize)
{
/* TODO FIXME: Clamp the sample position
* depending on the layer to avoid bleeding.
* This is not really noticeable so leaving it as is for now. */
# if 1 /* 9-tap bilinear upsampler (tent filter) */
vec4 d = texelSize.xyxy * vec4(1, 1, -1, 0);
vec4 s;
s = textureLod(tex, uv - d.xy, 0.0);
s += textureLod(tex, uv - d.wy, 0.0) * 2;
s += textureLod(tex, uv - d.zy, 0.0);
s += textureLod(tex, uv + d.zw, 0.0) * 2;
s += textureLod(tex, uv, 0.0) * 4;
s += textureLod(tex, uv + d.xw, 0.0) * 2;
s += textureLod(tex, uv + d.zy, 0.0);
s += textureLod(tex, uv + d.wy, 0.0) * 2;
s += textureLod(tex, uv + d.xy, 0.0);
return s * (1.0 / 16.0);
# else
/* 4-tap bilinear upsampler */
vec4 d = texelSize.xyxy * vec4(-1, -1, +1, +1) * 0.5;
vec4 s;
s = textureLod(tex, uv + d.xy, 0.0);
s += textureLod(tex, uv + d.zy, 0.0);
s += textureLod(tex, uv + d.xw, 0.0);
s += textureLod(tex, uv + d.zw, 0.0);
return s * (1.0 / 4.0);
# endif
}
/* Combine the Far and Near color buffers */
void main(void)
{
vec2 uv = uvcoordsvar.xy;
/* Recompute Near / Far CoC per pixel */
float depth = textureLod(depthBuffer, uv, 0.0).r;
float zdepth = linear_depth(depth);
float coc_signed = calculate_coc(zdepth);
float coc_far = max(-coc_signed, 0.0);
float coc_near = max(coc_signed, 0.0);
vec4 focus_col = textureLod(colorBuffer, uv, 0.0);
vec2 texelSize = vec2(0.5, 1.0) / vec2(textureSize(scatterBuffer, 0));
vec2 near_uv = uv * vec2(0.5, 1.0);
vec2 far_uv = near_uv + vec2(0.5, 0.0);
vec4 near_col = upsample_filter(scatterBuffer, near_uv, texelSize);
vec4 far_col = upsample_filter(scatterBuffer, far_uv, texelSize);
float far_w = far_col.a;
float near_w = near_col.a;
float focus_w = 1.0 - smoothstep(1.0, MERGE_THRESHOLD, abs(coc_signed));
float inv_weight_sum = 1.0 / (near_w + focus_w + far_w);
focus_col *= focus_w; /* Premul */
# ifdef USE_ALPHA_DOF
near_col.a = upsample_filter(scatterAlphaBuffer, near_uv, texelSize).r;
far_col.a = upsample_filter(scatterAlphaBuffer, far_uv, texelSize).r;
# endif
fragColor = (far_col + near_col + focus_col) * inv_weight_sum;
# ifdef USE_ALPHA_DOF
/* Sigh... viewport expect premult output but
* the final render output needs to be with
* associated alpha. */
if (unpremult) {
fragColor.rgb /= (fragColor.a > 0.0) ? fragColor.a : 1.0;
}
# endif
}
#endif