diff options
author | Peter Kim <pk15950@gmail.com> | 2022-09-08 07:00:12 +0300 |
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committer | Peter Kim <pk15950@gmail.com> | 2022-09-08 07:00:12 +0300 |
commit | 00dcfdf916c69672210b006e62d966f1bc2fbeb7 (patch) | |
tree | 0cbb1b91fe26c750197126085b74224a795a103c /source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_frag.glsl | |
parent | a39532670f6b668da7be5810fb1f844b82feeba3 (diff) | |
parent | d5934974219135102f364f57c45a8b1465e2b8d9 (diff) |
Merge branch 'master' into xr-devxr-dev
Diffstat (limited to 'source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_frag.glsl | 62 |
1 files changed, 62 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_frag.glsl new file mode 100644 index 00000000000..cfb7fd2568b --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_frag.glsl @@ -0,0 +1,62 @@ + +/** + * Scatter pass: Use sprites to scatter the color of very bright pixel to have higher quality blur. + * + * We only scatter one quad per sprite and one sprite per 4 pixels to reduce vertex shader + * invocations and overdraw. + */ + +#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl) + +#define linearstep(p0, p1, v) (clamp(((v) - (p0)) / abs((p1) - (p0)), 0.0, 1.0)) + +void main() +{ + vec4 coc4 = vec4(interp.color_and_coc1.w, + interp.color_and_coc2.w, + interp.color_and_coc3.w, + interp.color_and_coc4.w); + vec4 shapes; + if (use_bokeh_lut) { + shapes = vec4(texture(bokeh_lut_tx, interp.rect_uv1).r, + texture(bokeh_lut_tx, interp.rect_uv2).r, + texture(bokeh_lut_tx, interp.rect_uv3).r, + texture(bokeh_lut_tx, interp.rect_uv4).r); + } + else { + shapes = vec4(length(interp.rect_uv1), + length(interp.rect_uv2), + length(interp.rect_uv3), + length(interp.rect_uv4)); + } + shapes *= interp.distance_scale; + /* Becomes signed distance field in pixel units. */ + shapes -= coc4; + /* Smooth the edges a bit to fade out the undersampling artifacts. */ + shapes = saturate(1.0 - linearstep(-0.8, 0.8, shapes)); + /* Outside of bokeh shape. Try to avoid overloading ROPs. */ + if (max_v4(shapes) == 0.0) { + discard; + } + + if (!no_scatter_occlusion) { + /* Works because target is the same size as occlusion_tx. */ + vec2 uv = gl_FragCoord.xy / vec2(textureSize(occlusion_tx, 0).xy); + vec2 occlusion_data = texture(occlusion_tx, uv).rg; + /* Fix tilling artifacts. (Slide 90) */ + const float correction_fac = 1.0 - DOF_FAST_GATHER_COC_ERROR; + /* Occlude the sprite with geometry from the same field using a chebychev test (slide 85). */ + float mean = occlusion_data.x; + float variance = occlusion_data.y; + shapes *= variance * safe_rcp(variance + sqr(max(coc4 * correction_fac - mean, 0.0))); + } + + out_color = (interp.color_and_coc1 * shapes[0] + interp.color_and_coc2 * shapes[1] + + interp.color_and_coc3 * shapes[2] + interp.color_and_coc4 * shapes[3]); + /* Do not accumulate alpha. This has already been accumulated by the gather pass. */ + out_color.a = 0.0; + + if (debug_scatter_perf) { + out_color.rgb = avg(out_color.rgb) * vec3(1.0, 0.0, 0.0); + } +} |