diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2015-09-24 18:24:20 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2015-09-24 18:24:20 +0300 |
commit | 27b3ea622f8bd313a8e2827dfec752bf2125566c (patch) | |
tree | f212e49d224ce8e1cfc3b17a64ae524711494391 /source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl | |
parent | 372dff8d1dc7e24d4b2cd37de245588ecfce8bfa (diff) | |
parent | de80e687689032cb85179a1f7e89750573631d5d (diff) |
Merge remote-tracking branch 'origin/master' into cycles_camera_nodescycles_camera_nodes
Note: the branch currently crashes in blender_camera_nodes.cpp:
BL::NodeTree b_ntree = b_data.node_groups[nodes_tree_name];
The crash was introduced in:
cb7cf523e5c000609f32a382e2c0fcc57f635a42
Conflicts:
intern/cycles/SConscript
intern/cycles/blender/addon/__init__.py
intern/cycles/blender/addon/properties.py
intern/cycles/blender/blender_camera.cpp
intern/cycles/kernel/kernel_types.h
intern/cycles/kernel/svm/svm.h
intern/cycles/kernel/svm/svm_types.h
intern/cycles/render/camera.cpp
intern/cycles/render/camera.h
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl | 68 |
1 files changed, 68 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl b/source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl new file mode 100644 index 00000000000..a2ef990c4e8 --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl @@ -0,0 +1,68 @@ +uniform vec2 invrendertargetdim; + +//texture coordinates for framebuffer read +varying vec4 uvcoordsvar; + +/* color texture coordinates, offset by a small amount */ +varying vec2 color_uv1; +varying vec2 color_uv2; + +varying vec2 depth_uv1; +varying vec2 depth_uv2; +varying vec2 depth_uv3; +varying vec2 depth_uv4; + +//very simple shader for gull screen FX, just pass values on + +void vert_generic() +{ + uvcoordsvar = gl_MultiTexCoord0; + gl_Position = gl_Vertex; +} + +void vert_dof_first_pass() +{ + /* we offset the texture coordinates by 1.5 pixel, + * then we reuse that to sample the surrounding pixels */ + color_uv1 = gl_MultiTexCoord0.xy + vec2(-1.5, -1.5) * invrendertargetdim; + color_uv2 = gl_MultiTexCoord0.xy + vec2(0.5, -1.5) * invrendertargetdim; + + depth_uv1 = gl_MultiTexCoord0.xy + vec2(-1.5, -1.5) * invrendertargetdim; + depth_uv2 = gl_MultiTexCoord0.xy + vec2(-0.5, -1.5) * invrendertargetdim; + depth_uv3 = gl_MultiTexCoord0.xy + vec2(0.5, -1.5) * invrendertargetdim; + depth_uv4 = gl_MultiTexCoord0.xy + vec2(1.5, -1.5) * invrendertargetdim; + + gl_Position = gl_Vertex; +} + +void vert_dof_fourth_pass() +{ + vec4 halfpixel = vec4(-0.5, 0.5, -0.5, 0.5); + uvcoordsvar = gl_MultiTexCoord0.xxyy + halfpixel * vec4(invrendertargetdim.x, + invrendertargetdim.x, invrendertargetdim.y, invrendertargetdim.y); + + gl_Position = gl_Vertex; +} + +void vert_dof_fifth_pass() +{ + vec4 halfpixel = vec4(-0.5, 0.5, -0.5, 0.5); + color_uv1 = vec2(0.5, 1.5) * invrendertargetdim; + + uvcoordsvar = gl_MultiTexCoord0; + gl_Position = gl_Vertex; +} + +void main() +{ +#ifdef FIRST_PASS + vert_dof_first_pass(); +#elif defined(FOURTH_PASS) + vert_dof_fourth_pass(); +#elif defined(FIFTH_PASS) + vert_dof_fifth_pass(); +#else + vert_generic(); +#endif +} + |