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authorAntony Riakiotakis <kalast@gmail.com>2015-03-03 19:47:31 +0300
committerAntony Riakiotakis <kalast@gmail.com>2015-03-19 17:18:14 +0300
commit3e9947c4d4714a4752c768bb78fe6d227fc6be97 (patch)
tree1c21bc46db3bb15f9efeab0c5c0e5d2b8d75d74f /source/blender/gpu/CMakeLists.txt
parent93048873f10bab6ebcee9467a1e462f410f1bf12 (diff)
Depth of field high quality:
A new checkbox "High quality" is provided in camera settings to enable this. This creates a depth of field that is much closer to the rendered result and even supports aperture blades in the effect, but it's more expensive too. There are optimizations to do here since the technique is very fill rate heavy. People, be careful, this -can- lock up your screen if depth of field blurring is too extreme. Technical details: This uses geometry shaders + instancing and is an adaptation of techniques gathered from http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane- http://advances.realtimerendering.com/s2011/SousaSchulzKazyan%20- %20in%20Real-Time%20Rendering%20Course).ppt TODOs: * Support dithering to minimize banding. * Optimize fill rate in geometry shader.
Diffstat (limited to 'source/blender/gpu/CMakeLists.txt')
-rw-r--r--source/blender/gpu/CMakeLists.txt6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index b5d9028a8ae..97b0e7e1e0e 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -61,6 +61,9 @@ set(SRC
shaders/gpu_shader_fx_ssao_frag.glsl
shaders/gpu_shader_fx_dof_frag.glsl
shaders/gpu_shader_fx_dof_vert.glsl
+ shaders/gpu_shader_fx_dof_hq_frag.glsl
+ shaders/gpu_shader_fx_dof_hq_vert.glsl
+ shaders/gpu_shader_fx_dof_hq_geo.glsl
shaders/gpu_shader_fx_vert.glsl
shaders/gpu_shader_material.glsl
shaders/gpu_shader_sep_gaussian_blur_frag.glsl
@@ -99,6 +102,9 @@ data_to_c_simple(shaders/gpu_shader_fx_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_ssao_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_dof_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_dof_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_fx_dof_hq_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_fx_dof_hq_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_fx_dof_hq_geo.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_depth_resolve.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fx_lib.glsl SRC)