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authorClément Foucault <foucault.clem@gmail.com>2018-09-10 17:26:18 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-09-10 19:05:11 +0300
commit5e7a56dc646596c8cdac6f7ade8665c3ccbe201b (patch)
tree358c280f0e2c393194631ababb759cceef9b6d4a /source/blender/draw
parentec64cad5a88ca892a8c2189574344a4b90cfa80d (diff)
Eevee: Cleanup DoF implementation
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl49
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl10
2 files changed, 24 insertions, 35 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
index 4e47df04bd2..d816d72c1e3 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
@@ -31,12 +31,11 @@ uniform vec2 nearFar; /* Near & far view depths values */
? (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) \
: (z * 2.0 - 1.0) * nearFar.y)
-#define weighted_sum(a, b, c, d, e) (a * e.x + b * e.y + c * e.z + d * e.w)
+#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 0.0
-#define SIMILAR_COC_THRESHOLD 2.0
+#define THRESHOLD 1.0
#ifdef STEP_DOWNSAMPLE
@@ -70,23 +69,17 @@ void main(void)
vec4 coc_near = calculate_coc(zdepth);
vec4 coc_far = -coc_near;
- /* now we need to write the near-far fields premultiplied by the coc */
- /* Also reject pixels that have a much lower coc than the max coc pixel. */
- vec4 near_weights = step(THRESHOLD, coc_near) * step(max_v4(coc_near) - SIMILAR_COC_THRESHOLD, coc_near);
- vec4 far_weights = step(THRESHOLD, coc_far) * step(max_v4(coc_far) - SIMILAR_COC_THRESHOLD, coc_far);
+ 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);
/* now write output to weighted buffers. */
nearColor = weighted_sum(color1, color2, color3, color4, near_weights);
farColor = weighted_sum(color1, color2, color3, color4, far_weights);
-
- /* Normalize the color (don't divide by 0.0) */
- nearColor /= max(1e-6, dot(near_weights, near_weights));
- farColor /= max(1e-6, dot(far_weights, far_weights));
-
- float max_near_coc = max(max_v4(coc_near), 0.0);
- float max_far_coc = max(max_v4(coc_far), 0.0);
-
- cocData = vec2(max_near_coc, max_far_coc);
}
#elif defined(STEP_SCATTER)
@@ -199,26 +192,20 @@ void main(void)
float coc_far = max(-coc_signed, 0.0);
float coc_near = max(coc_signed, 0.0);
- vec2 texelSize = vec2(0.5, 1.0) / vec2(textureSize(scatterBuffer, 0));
- vec4 srccolor = textureLod(colorBuffer, uv, 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 farcolor = upsample_filter(scatterBuffer, far_uv, texelSize);
- vec4 nearcolor = upsample_filter(scatterBuffer, near_uv, texelSize);
-
- float farweight = farcolor.a;
- float nearweight = nearcolor.a;
-
- if (farcolor.a > 0.0) farcolor /= farcolor.a;
- if (nearcolor.a > 0.0) nearcolor /= nearcolor.a;
+ vec4 near_col = upsample_filter(scatterBuffer, near_uv, texelSize);
+ vec4 far_col = upsample_filter(scatterBuffer, far_uv, texelSize);
- float mixfac = smoothstep(1.0, MERGE_THRESHOLD, abs(coc_signed));
+ 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));
+ focus_col *= focus_w; /* Premul */
- float totalweight = nearweight + farweight;
- farcolor = mix(srccolor, farcolor, mixfac);
- nearcolor = mix(srccolor, nearcolor, mixfac);
- fragColor = mix(farcolor, nearcolor, nearweight / max(1e-6, totalweight));
+ fragColor = (far_col + near_col + focus_col) / (near_w + focus_w + far_w);
}
#endif
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 6e43115d799..ec8b474b431 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
@@ -47,7 +47,9 @@ void main()
color = texelFetch(farBuffer, texelco, 0);
}
/* find the area the pixel will cover and divide the color by it */
- color.a = 1.0 / (coc * coc * M_PI);
+ /* HACK: 4.0 out of nowhere (I suppose it's 4 pixels footprint for coc 0?)
+ * Makes near in focus more closer to 1.0 alpha. */
+ color.a = 4.0 / (coc * coc * M_PI);
color.rgb *= color.a;
/* Compute edge to discard fragment that does not belong to the other layer. */
@@ -92,7 +94,9 @@ void main()
gl_Position.xy += (0.5 + vec2(texelco) * 2.0) * texel_size;
/* Push far plane to left side. */
- gl_Position.x += (!is_near) ? 1.0 : 0.0;
+ if (!is_near) {
+ gl_Position.x += 2.0 / 2.0;
+ }
/* don't do smoothing for small sprites */
if (coc > 3.0) {
@@ -101,6 +105,4 @@ void main()
else {
smoothFac = 1.0;
}
-
- int tex_width = textureSize(cocBuffer, 0).x;
}