Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorColin Basnett <cmbasnett@gmail.com>2022-09-17 03:50:37 +0300
committerColin Basnett <cmbasnett@gmail.com>2022-09-17 03:50:37 +0300
commit564bda241a973396da51d7c3ccd9efd97d51728a (patch)
tree4d9aa4cccd82e2e606b47774afa5e1015bf14768 /source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_setup_comp.glsl
parent0fff238150d076576053c25b646f653d6e3b0edb (diff)
parent48d7ff68f0df209c77bbb081ab46fbc109fd825a (diff)
Merge branch 'master' into feature-imformatfeature-imformat
Diffstat (limited to 'source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_setup_comp.glsl')
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_setup_comp.glsl46
1 files changed, 46 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_setup_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_setup_comp.glsl
new file mode 100644
index 00000000000..c017a5aa965
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_setup_comp.glsl
@@ -0,0 +1,46 @@
+
+/**
+ * Setup pass: CoC and luma aware downsample to half resolution of the input scene color buffer.
+ *
+ * An addition to the downsample CoC, we output the maximum slight out of focus CoC to be
+ * sure we don't miss a pixel.
+ *
+ * Input:
+ * Full-resolution color & depth buffer
+ * Output:
+ * Half-resolution Color, signed CoC (out_coc.x), and max slight focus abs CoC (out_coc.y).
+ **/
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl)
+
+void main()
+{
+ vec2 fullres_texel_size = 1.0 / vec2(textureSize(color_tx, 0).xy);
+ /* Center uv around the 4 fullres pixels. */
+ vec2 quad_center = vec2(gl_GlobalInvocationID.xy * 2 + 1) * fullres_texel_size;
+
+ vec4 colors[4];
+ vec4 cocs;
+ for (int i = 0; i < 4; i++) {
+ vec2 sample_uv = quad_center + quad_offsets[i] * fullres_texel_size;
+ /* NOTE: We use samplers without filtering. */
+ colors[i] = safe_color(textureLod(color_tx, sample_uv, 0.0));
+ cocs[i] = dof_coc_from_depth(dof_buf, sample_uv, textureLod(depth_tx, sample_uv, 0.0).r);
+ }
+
+ cocs = clamp(cocs, -dof_buf.coc_abs_max, dof_buf.coc_abs_max);
+
+ vec4 weights = dof_bilateral_coc_weights(cocs);
+ weights *= dof_bilateral_color_weights(colors);
+ /* Normalize so that the sum is 1. */
+ weights *= safe_rcp(sum(weights));
+
+ ivec2 out_texel = ivec2(gl_GlobalInvocationID.xy);
+ vec4 out_color = weighted_sum_array(colors, weights);
+ imageStore(out_color_img, out_texel, out_color);
+
+ float out_coc = dot(cocs, weights);
+ imageStore(out_coc_img, out_texel, vec4(out_coc));
+}