This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
Clément Foucault b581f19292 Eevee: Add support for alpha background in viewport
Viewport now displays alpha checkerboard pattern like Cycles does when
film alpha is set to "Transparent".

Some small workarounds were necessary for Depth of Field and correct TAA
support.
2019-05-01 12:09:18 +02:00

255 lines
7.2 KiB
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);
/* Ouside 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;
/* Ouside 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