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:
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl222
1 files changed, 222 insertions, 0 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
new file mode 100644
index 00000000000..34d92fab2c2
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
@@ -0,0 +1,222 @@
+
+uniform mat4 ProjectionMatrix;
+
+uniform sampler2D colorBuffer;
+uniform sampler2D depthBuffer;
+
+uniform vec3 dofParams;
+
+#define dof_aperturesize dofParams.x
+#define dof_distance dofParams.y
+#define dof_invsensorsize dofParams.z
+
+uniform vec4 bokehParams[2];
+
+#define bokeh_rotation bokehParams[0].x
+#define bokeh_ratio bokehParams[0].y
+#define bokeh_maxsize bokehParams[0].z
+#define bokeh_sides bokehParams[1] /* Polygon Bokeh shape number of sides (with precomputed vars) */
+
+uniform vec2 nearFar; /* Near & far view depths values */
+
+#define M_PI 3.1415926535897932384626433832795
+#define M_2PI 6.2831853071795864769252868
+
+/* -------------- Utils ------------- */
+
+/* divide by sensor size to get the normalized size */
+#define calculate_coc(zdepth) (dof_aperturesize * (dof_distance / zdepth - 1.0) * dof_invsensorsize)
+
+#define linear_depth(z) ((ProjectionMatrix[3][3] == 0.0) \
+ ? (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)
+
+float max_v4(vec4 v) { return max(max(v.x, v.y), max(v.z, v.w)); }
+
+#define THRESHOLD 0.0
+
+#ifdef STEP_DOWNSAMPLE
+
+layout(location = 0) out vec4 nearColor;
+layout(location = 1) out vec4 farColor;
+layout(location = 2) out vec2 cocData;
+
+/* Downsample the color buffer to half resolution.
+ * Weight color samples by
+ * Compute maximum CoC for near and far blur. */
+void main(void)
+{
+ ivec4 uvs = ivec4(gl_FragCoord.xyxy) * 2 + ivec4(0, 0, 1, 1);
+
+ /* custom downsampling */
+ vec4 color1 = texelFetch(colorBuffer, uvs.xy, 0);
+ vec4 color2 = texelFetch(colorBuffer, uvs.zw, 0);
+ vec4 color3 = texelFetch(colorBuffer, uvs.zy, 0);
+ vec4 color4 = texelFetch(colorBuffer, uvs.xw, 0);
+
+ /* Leverage SIMD by combining 4 depth samples into a vec4 */
+ vec4 depth;
+ depth.r = texelFetch(depthBuffer, uvs.xy, 0).r;
+ depth.g = texelFetch(depthBuffer, uvs.zw, 0).r;
+ depth.b = texelFetch(depthBuffer, uvs.zy, 0).r;
+ depth.a = texelFetch(depthBuffer, uvs.xw, 0).r;
+
+ vec4 zdepth = linear_depth(depth);
+
+ /* Compute signed CoC for each depth samples */
+ vec4 coc_near = calculate_coc(zdepth);
+ vec4 coc_far = -coc_near;
+
+ /* now we need to write the near-far fields premultiplied by the coc */
+ vec4 near_weights = step(THRESHOLD, coc_near);
+ vec4 far_weights = step(THRESHOLD, coc_far);
+
+ /* 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)
+
+flat in vec4 color;
+flat in float smoothFac;
+flat in ivec2 edge;
+/* coordinate used for calculating radius */
+in vec2 particlecoord;
+
+out vec4 fragColor;
+
+/* accumulate color in the near/far blur buffers */
+void main(void)
+{
+ /* Discard to avoid bleeding onto the next layer */
+ if (int(gl_FragCoord.x) * edge.x + edge.y > 0)
+ discard;
+
+ /* Circle Dof */
+ float dist = length(particlecoord);
+
+ /* Ouside of bokeh shape */
+ if (dist > 1.0)
+ discard;
+
+ /* Regular Polygon Dof */
+ if (bokeh_sides.x > 0.0) {
+ /* Circle parametrization */
+ float theta = atan(particlecoord.y, particlecoord.x) + bokeh_rotation;
+
+ /* Optimized version of :
+ * float denom = theta - (M_2PI / bokeh_sides) * floor((bokeh_sides * theta + M_PI) / M_2PI);
+ * float r = cos(M_PI / bokeh_sides) / cos(denom); */
+ float denom = theta - bokeh_sides.y * floor(bokeh_sides.z * theta + 0.5);
+ float r = bokeh_sides.w / cos(denom);
+
+ /* Divide circle radial coord by the shape radius for angle theta.
+ * Giving us the new linear radius to the shape edge. */
+ dist /= r;
+
+ /* Ouside of bokeh shape */
+ if (dist > 1.0)
+ discard;
+ }
+
+ fragColor = color;
+
+ /* Smooth the edges a bit. This effectively reduce the bokeh shape
+ * but does fade out the undersampling artifacts. */
+ if (smoothFac < 1.0) {
+ fragColor *= smoothstep(1.0, smoothFac, dist);
+ }
+}
+
+#elif defined(STEP_RESOLVE)
+
+#define MERGE_THRESHOLD 4.0
+
+uniform sampler2D scatterBuffer;
+
+in vec4 uvcoordsvar;
+out vec4 fragColor;
+
+vec4 upsample_filter(sampler2D tex, vec2 uv, vec2 texelSize)
+{
+ /* TODO FIXME: Clamp the sample position
+ * depending on the layer to avoid bleeding.
+ * This is not really noticeable so leaving it as is for now. */
+
+#if 1 /* 9-tap bilinear upsampler (tent filter) */
+ vec4 d = texelSize.xyxy * vec4(1, 1, -1, 0);
+
+ vec4 s;
+ s = textureLod(tex, uv - d.xy, 0.0);
+ s += textureLod(tex, uv - d.wy, 0.0) * 2;
+ s += textureLod(tex, uv - d.zy, 0.0);
+
+ s += textureLod(tex, uv + d.zw, 0.0) * 2;
+ s += textureLod(tex, uv , 0.0) * 4;
+ s += textureLod(tex, uv + d.xw, 0.0) * 2;
+
+ s += textureLod(tex, uv + d.zy, 0.0);
+ s += textureLod(tex, uv + d.wy, 0.0) * 2;
+ s += textureLod(tex, uv + d.xy, 0.0);
+
+ return s * (1.0 / 16.0);
+#else
+ /* 4-tap bilinear upsampler */
+ vec4 d = texelSize.xyxy * vec4(-1, -1, +1, +1) * 0.5;
+
+ vec4 s;
+ s = textureLod(tex, uv + d.xy, 0.0);
+ s += textureLod(tex, uv + d.zy, 0.0);
+ s += textureLod(tex, uv + d.xw, 0.0);
+ s += textureLod(tex, uv + d.zw, 0.0);
+
+ return s * (1.0 / 4.0);
+#endif
+}
+
+/* Combine the Far and Near color buffers */
+void main(void)
+{
+ vec2 uv = uvcoordsvar.xy;
+ /* Recompute Near / Far CoC per pixel */
+ float depth = textureLod(depthBuffer, uv, 0.0).r;
+ float zdepth = linear_depth(depth);
+ float coc_signed = calculate_coc(zdepth);
+ 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);
+
+ 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;
+
+ float mixfac = smoothstep(1.0, MERGE_THRESHOLD, abs(coc_signed));
+
+ float totalweight = nearweight + farweight;
+ farcolor = mix(srccolor, farcolor, mixfac);
+ nearcolor = mix(srccolor, nearcolor, mixfac);
+ fragColor = mix(farcolor, nearcolor, nearweight / max(1e-6, totalweight));
+}
+
+#endif