diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-05-12 01:58:53 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-05-13 00:28:55 +0300 |
commit | f9cfb221d64a8f7b5bb89ee36d5ac594d6da34ff (patch) | |
tree | adad1f71d8df8de99e58631a3cca088c64044a3a /source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl | |
parent | 74a08cf12854308af166742f7dcaa5c7c227fcd4 (diff) |
Eevee: Depth of field: Smooth out bokeh shape.
Due to the scatter operation being done at half resolution, undersampling
is visible at bokeh shape edges (because of the hard cut).
This commit adds a smoothing function to minimize the problem.
Also optimize the bokeh shape parametrization by precomputing a lot of
constants.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl | 19 |
1 files changed, 13 insertions, 6 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl index dc34f2bd1fc..e28c957d58d 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl @@ -1,17 +1,17 @@ uniform vec2 layerSelection; -uniform vec4 bokehParams; +uniform vec4 bokehParams[2]; -#define bokeh_sides bokehParams.x /* Polygon Bokeh shape number of sides */ -#define bokeh_rotation bokehParams.y -#define bokeh_ratio bokehParams.z -#define bokeh_maxsize bokehParams.w +#define bokeh_rotation bokehParams[0].x +#define bokeh_ratio bokehParams[0].y +#define bokeh_maxsize bokehParams[0].z -uniform sampler2D colorBuffer; uniform sampler2D cocBuffer; +uniform sampler2D colorBuffer; flat out vec4 color; +flat out float smoothFac; out vec2 particlecoord; #define M_PI 3.1415926535897932384626433832795 @@ -78,4 +78,11 @@ void main() gl_Position.xy -= 1.0 - 0.5 * texel_size; /* NDC Bottom left */ gl_Position.xy += (0.5 + vec2(texelco) * 2.0) * texel_size; + /* don't do smoothing for small sprites */ + if (coc > 3.0) { + smoothFac = 1.0 - 1.5 / coc; + } + else { + smoothFac = 1.0; + } } |