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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl')
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diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
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+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
@@ -0,0 +1,631 @@
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+uniform vec4 cocParams;
+
+#define cocMul cocParams[0] /* distance * aperturesize * invsensorsize */
+#define cocBias cocParams[1] /* aperturesize * invsensorsize */
+#define cocNear cocParams[2] /* Near view depths value. */
+#define cocFar cocParams[3] /* Far view depths value. */
+
+/* -------------- Debug Defines ------------- */
+
+// #define DOF_DEBUG_GATHER_PERF
+// #define DOF_DEBUG_SCATTER_PERF
+
+const bool no_smooth_intersection = false;
+const bool no_gather_occlusion = false;
+const bool no_gather_mipmaps = false;
+const bool no_gather_random = false;
+const bool no_gather_filtering = false;
+const bool no_scatter_occlusion = false;
+const bool no_scatter_pass = false;
+const bool no_foreground_pass = false;
+const bool no_background_pass = false;
+const bool no_slight_focus_pass = false;
+const bool no_focus_pass = false;
+const bool no_holefill_pass = false;
+
+/* -------------- Quality Defines ------------- */
+
+#ifdef DOF_HOLEFILL_PASS
+/* No need for very high density for holefill. */
+const int gather_ring_count = 3;
+const int gather_ring_density = 3;
+const int gather_max_density_change = 0;
+const int gather_density_change_ring = 1;
+#else
+const int gather_ring_count = DOF_GATHER_RING_COUNT;
+const int gather_ring_density = 3;
+const int gather_max_density_change = 50; /* Dictates the maximum good quality blur. */
+const int gather_density_change_ring = 1;
+#endif
+
+/* -------------- Utils ------------- */
+
+const vec2 quad_offsets[4] = vec2[4](
+ vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(0.5, -0.5), vec2(-0.5, -0.5));
+
+/* Divide by sensor size to get the normalized size. */
+#define calculate_coc_persp(zdepth) (cocMul / zdepth - cocBias)
+#define calculate_coc_ortho(zdepth) ((zdepth + cocMul / cocBias) * cocMul)
+#define calculate_coc(z) \
+ (ProjectionMatrix[3][3] == 0.0) ? calculate_coc_persp(z) : calculate_coc_ortho(z)
+
+/* Ortho conversion is only true for camera view! */
+#define linear_depth_persp(d) ((cocNear * cocFar) / (d * (cocNear - cocFar) + cocFar))
+#define linear_depth_ortho(d) (d * (cocNear - cocFar) + cocNear)
+
+#define linear_depth(d) \
+ ((ProjectionMatrix[3][3] == 0.0) ? linear_depth_persp(d) : linear_depth_ortho(d))
+
+#define dof_coc_from_zdepth(d) calculate_coc(linear_depth(d))
+
+vec4 safe_color(vec4 c)
+{
+ /* Clamp to avoid black square artifacts if a pixel goes NaN. */
+ return clamp(c, vec4(0.0), vec4(1e20)); /* 1e20 arbitrary. */
+}
+
+float dof_hdr_color_weight(vec4 color)
+{
+ /* From UE4. Very fast "luma" weighting. */
+ float luma = (color.g * 2.0) + (color.r + color.b);
+ /* TODO(fclem) Pass correct exposure. */
+ const float exposure = 1.0;
+ return 1.0 / (luma * exposure + 4.0);
+}
+
+float dof_coc_select(vec4 cocs)
+{
+ /* Select biggest coc. */
+ float selected_coc = cocs.x;
+ if (abs(cocs.y) > abs(selected_coc)) {
+ selected_coc = cocs.y;
+ }
+ if (abs(cocs.z) > abs(selected_coc)) {
+ selected_coc = cocs.z;
+ }
+ if (abs(cocs.w) > abs(selected_coc)) {
+ selected_coc = cocs.w;
+ }
+ return selected_coc;
+}
+
+/* NOTE: Do not forget to normalize weights afterwards. */
+vec4 dof_downsample_bilateral_coc_weights(vec4 cocs)
+{
+ float chosen_coc = dof_coc_select(cocs);
+
+ const float scale = 4.0; /* TODO(fclem) revisit. */
+ /* NOTE: The difference between the cocs should be inside a abs() function,
+ * but we follow UE4 implementation to improve how dithered transparency looks (see slide 19). */
+ return saturate(1.0 - (chosen_coc - cocs) * scale);
+}
+
+/* NOTE: Do not forget to normalize weights afterwards. */
+vec4 dof_downsample_bilateral_color_weights(vec4 colors[4])
+{
+ vec4 weights;
+ for (int i = 0; i < 4; i++) {
+ weights[i] = dof_hdr_color_weight(colors[i]);
+ }
+ return weights;
+}
+
+/* Makes sure the load functions distribute the energy correctly
+ * to both scatter and gather passes. */
+vec4 dof_load_gather_color(sampler2D gather_input_color_buffer, vec2 uv, float lod)
+{
+ vec4 color = textureLod(gather_input_color_buffer, uv, lod);
+ return color;
+}
+
+vec4 dof_load_scatter_color(sampler2D scatter_input_color_buffer, vec2 uv, float lod)
+{
+ vec4 color = textureLod(scatter_input_color_buffer, uv, lod);
+ return color;
+}
+
+float dof_load_gather_coc(sampler2D gather_input_coc_buffer, vec2 uv, float lod)
+{
+ float coc = textureLod(gather_input_coc_buffer, uv, lod).r;
+ /* We gather at halfres. CoC must be divided by 2 to be compared against radii. */
+ return coc * 0.5;
+}
+
+/* Distribute weights between near/slightfocus/far fields (slide 117). */
+const float layer_threshold = 4.0;
+/* Make sure it overlaps. */
+const float layer_offset_fg = 0.5 + 1.0;
+/* Extra offset for convolution layers to avoid light leaking from background. */
+const float layer_offset = 0.5 + 0.5;
+
+#define DOF_MAX_SLIGHT_FOCUS_RADIUS 5
+
+float dof_layer_weight(float coc, const bool is_foreground)
+{
+/* NOTE: These are fullres pixel CoC value. */
+#ifdef DOF_RESOLVE_PASS
+ return saturate(-abs(coc) + layer_threshold + layer_offset) *
+ float(is_foreground ? (coc <= 0.5) : (coc > -0.5));
+#else
+ coc *= 2.0; /* Account for half pixel gather. */
+ float threshold = layer_threshold - ((is_foreground) ? layer_offset_fg : layer_offset);
+ return saturate(((is_foreground) ? -coc : coc) - threshold);
+#endif
+}
+vec4 dof_layer_weight(vec4 coc)
+{
+ /* NOTE: Used for scatter pass which already flipped the sign correctly. */
+ coc *= 2.0; /* Account for half pixel gather. */
+ return saturate(coc - layer_threshold + layer_offset);
+}
+
+/* NOTE: This is halfres CoC radius. */
+float dof_sample_weight(float coc)
+{
+ /* Full intensity if CoC radius is below the pixel footprint. */
+ const float min_coc = 1.0;
+ coc = max(min_coc, abs(coc));
+ return (M_PI * min_coc * min_coc) / (M_PI * coc * coc);
+}
+vec4 dof_sample_weight(vec4 coc)
+{
+ /* Full intensity if CoC radius is below the pixel footprint. */
+ const float min_coc = 1.0;
+ coc = max(vec4(min_coc), abs(coc));
+ return (M_PI * min_coc * min_coc) / (M_PI * coc * coc);
+}
+
+/* Intersection with the center of the kernel. */
+float dof_intersection_weight(float coc, float distance_from_center, float intersection_multiplier)
+{
+ if (no_smooth_intersection) {
+ return step(0.0, (abs(coc) - distance_from_center));
+ }
+ else {
+ /* (Slide 64). */
+ return saturate((abs(coc) - distance_from_center) * intersection_multiplier + 0.5);
+ }
+}
+
+/* Returns weight of the sample for the outer bucket (containing previous rings). */
+float dof_gather_accum_weight(float coc, float bordering_radius, bool first_ring)
+{
+ /* First ring has nothing to be mixed against. */
+ if (first_ring) {
+ return 0.0;
+ }
+ return saturate(coc - bordering_radius);
+}
+
+bool dof_do_fast_gather(float max_absolute_coc, float min_absolute_coc, const bool is_foreground)
+{
+ float min_weight = dof_layer_weight((is_foreground) ? -min_absolute_coc : min_absolute_coc,
+ is_foreground);
+ if (min_weight < 1.0) {
+ return false;
+ }
+ /* FIXME(fclem): This is a workaround to fast gather triggering too early.
+ * Since we use custom opacity mask, the opacity is not given to be 100% even for
+ * after normal threshold. */
+ if (is_foreground && min_absolute_coc < layer_threshold) {
+ return false;
+ }
+ return (max_absolute_coc - min_absolute_coc) < (DOF_FAST_GATHER_COC_ERROR * max_absolute_coc);
+}
+
+/* ------------------- COC TILES UTILS ------------------- */
+
+struct CocTile {
+ float fg_min_coc;
+ float fg_max_coc;
+ float fg_max_intersectable_coc;
+ float fg_slight_focus_max_coc;
+ float bg_min_coc;
+ float bg_max_coc;
+ float bg_min_intersectable_coc;
+};
+
+struct CocTilePrediction {
+ bool do_foreground;
+ bool do_slight_focus;
+ bool do_focus;
+ bool do_background;
+ bool do_holefill;
+};
+
+/* WATCH: Might have to change depending on the texture format. */
+#define DOF_TILE_DEFOCUS 0.25
+#define DOF_TILE_FOCUS 0.0
+#define DOF_TILE_MIXED 0.75
+#define DOF_TILE_LARGE_COC 1024.0
+
+/* Init a CoC tile for reduction algorithms. */
+CocTile dof_coc_tile_init(void)
+{
+ CocTile tile;
+ tile.fg_min_coc = 0.0;
+ tile.fg_max_coc = -DOF_TILE_LARGE_COC;
+ tile.fg_max_intersectable_coc = DOF_TILE_LARGE_COC;
+ tile.fg_slight_focus_max_coc = -1.0;
+ tile.bg_min_coc = DOF_TILE_LARGE_COC;
+ tile.bg_max_coc = 0.0;
+ tile.bg_min_intersectable_coc = DOF_TILE_LARGE_COC;
+ return tile;
+}
+
+CocTile dof_coc_tile_load(sampler2D fg_buffer, sampler2D bg_buffer, ivec2 tile_co)
+{
+ ivec2 tex_size = textureSize(fg_buffer, 0).xy;
+ tile_co = clamp(tile_co, ivec2(0), tex_size - 1);
+
+ vec4 fg = texelFetch(fg_buffer, tile_co, 0);
+ vec3 bg = texelFetch(bg_buffer, tile_co, 0).xyz;
+
+ CocTile tile;
+ tile.fg_min_coc = -fg.x;
+ tile.fg_max_coc = -fg.y;
+ tile.fg_max_intersectable_coc = -fg.z;
+ tile.fg_slight_focus_max_coc = fg.w;
+ tile.bg_min_coc = bg.x;
+ tile.bg_max_coc = bg.y;
+ tile.bg_min_intersectable_coc = bg.z;
+ return tile;
+}
+
+void dof_coc_tile_store(CocTile tile, out vec4 out_fg, out vec3 out_bg)
+{
+ out_fg.x = -tile.fg_min_coc;
+ out_fg.y = -tile.fg_max_coc;
+ out_fg.z = -tile.fg_max_intersectable_coc;
+ out_fg.w = tile.fg_slight_focus_max_coc;
+ out_bg.x = tile.bg_min_coc;
+ out_bg.y = tile.bg_max_coc;
+ out_bg.z = tile.bg_min_intersectable_coc;
+}
+
+CocTilePrediction dof_coc_tile_prediction_get(CocTile tile)
+{
+ /* Based on tile value, predict what pass we need to load. */
+ CocTilePrediction predict;
+
+ predict.do_foreground = (-tile.fg_min_coc > layer_threshold - layer_offset_fg);
+ bool fg_fully_opaque = predict.do_foreground &&
+ dof_do_fast_gather(-tile.fg_min_coc, -tile.fg_max_coc, true);
+
+ predict.do_slight_focus = !fg_fully_opaque && (tile.fg_slight_focus_max_coc >= 0.5);
+ predict.do_focus = !fg_fully_opaque && (tile.fg_slight_focus_max_coc == DOF_TILE_FOCUS);
+
+ predict.do_background = !predict.do_focus && !fg_fully_opaque &&
+ (tile.bg_max_coc > layer_threshold - layer_offset);
+ bool bg_fully_opaque = predict.do_background &&
+ dof_do_fast_gather(-tile.bg_max_coc, tile.bg_min_coc, false);
+ predict.do_holefill = !predict.do_focus && !fg_fully_opaque && -tile.fg_max_coc > 0.0;
+
+#if 0 /* Debug */
+ predict.do_foreground = predict.do_background = predict.do_holefill = true;
+#endif
+ return predict;
+}
+
+/* Special function to return the correct max value of 2 slight focus coc. */
+float dof_coc_max_slight_focus(float coc1, float coc2)
+{
+ /* Do not consider values below 0.5 for expansion as they are "encoded".
+ * See setup pass shader for more infos. */
+ if ((coc1 == DOF_TILE_DEFOCUS && coc2 == DOF_TILE_FOCUS) ||
+ (coc1 == DOF_TILE_FOCUS && coc2 == DOF_TILE_DEFOCUS)) {
+ /* Tile where completely out of focus and in focus are both present.
+ * Consider as very slightly out of focus. */
+ return DOF_TILE_MIXED;
+ }
+ return max(coc1, coc2);
+}
+
+/* ------------------- GATHER UTILS ------------------- */
+
+struct DofGatherData {
+ vec4 color;
+ float weight;
+ float dist; /* TODO remove */
+ /* For scatter occlusion. */
+ float coc;
+ float coc_sqr;
+ /* For ring bucket merging. */
+ float transparency;
+
+ float layer_opacity;
+};
+
+#define GATHER_DATA_INIT DofGatherData(vec4(0.0), 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
+
+void dof_gather_ammend_weight(inout DofGatherData sample_data, float weight)
+{
+ sample_data.color *= weight;
+ sample_data.coc *= weight;
+ sample_data.coc_sqr *= weight;
+ sample_data.weight *= weight;
+}
+
+void dof_gather_accumulate_sample(DofGatherData sample_data,
+ float weight,
+ inout DofGatherData accum_data)
+{
+ accum_data.color += sample_data.color * weight;
+ accum_data.coc += sample_data.coc * weight;
+ accum_data.coc_sqr += sample_data.coc * (sample_data.coc * weight);
+ accum_data.weight += weight;
+}
+
+void dof_gather_accumulate_sample_pair(DofGatherData pair_data[2],
+ float bordering_radius,
+ float intersection_multiplier,
+ bool first_ring,
+ const bool do_fast_gather,
+ const bool is_foreground,
+ inout DofGatherData ring_data,
+ inout DofGatherData accum_data)
+{
+ if (do_fast_gather) {
+ for (int i = 0; i < 2; i++) {
+ dof_gather_accumulate_sample(pair_data[i], 1.0, accum_data);
+ accum_data.layer_opacity += 1.0;
+ }
+ return;
+ }
+
+#if 0
+ const float mirroring_threshold = -layer_threshold - layer_offset;
+ /* TODO(fclem) Promote to parameter? dither with Noise? */
+ const float mirroring_min_distance = 15.0;
+ if (pair_data[0].coc < mirroring_threshold &&
+ (pair_data[1].coc - mirroring_min_distance) > pair_data[0].coc) {
+ pair_data[1].coc = pair_data[0].coc;
+ }
+ else if (pair_data[1].coc < mirroring_threshold &&
+ (pair_data[0].coc - mirroring_min_distance) > pair_data[1].coc) {
+ pair_data[0].coc = pair_data[1].coc;
+ }
+#endif
+
+ for (int i = 0; i < 2; i++) {
+ float sample_weight = dof_sample_weight(pair_data[i].coc);
+ float layer_weight = dof_layer_weight(pair_data[i].coc, is_foreground);
+ float inter_weight = dof_intersection_weight(
+ pair_data[i].coc, pair_data[i].dist, intersection_multiplier);
+ float weight = inter_weight * layer_weight * sample_weight;
+
+ /**
+ * If a CoC is larger than bordering radius we accumulate it to the general accumulator.
+ * If not, we accumulate to the ring bucket. This is to have more consistent sample occlusion.
+ **/
+ float accum_weight = dof_gather_accum_weight(pair_data[i].coc, bordering_radius, first_ring);
+ dof_gather_accumulate_sample(pair_data[i], weight * accum_weight, accum_data);
+ dof_gather_accumulate_sample(pair_data[i], weight * (1.0 - accum_weight), ring_data);
+
+ accum_data.layer_opacity += layer_weight;
+
+ if (is_foreground) {
+ ring_data.transparency += 1.0 - inter_weight * layer_weight;
+ }
+ else {
+ float coc = is_foreground ? -pair_data[i].coc : pair_data[i].coc;
+ ring_data.transparency += saturate(coc - bordering_radius);
+ }
+ }
+}
+
+void dof_gather_accumulate_sample_ring(DofGatherData ring_data,
+ int sample_count,
+ bool first_ring,
+ const bool do_fast_gather,
+ /* accum_data occludes the ring_data if true. */
+ const bool reversed_occlusion,
+ inout DofGatherData accum_data)
+{
+ if (do_fast_gather) {
+ /* Do nothing as ring_data contains nothing. All samples are already in accum_data. */
+ return;
+ }
+
+ if (first_ring) {
+ /* Layer opacity is directly accumulated into accum_data data. */
+ accum_data.color = ring_data.color;
+ accum_data.coc = ring_data.coc;
+ accum_data.coc_sqr = ring_data.coc_sqr;
+ accum_data.weight = ring_data.weight;
+
+ accum_data.transparency = ring_data.transparency / float(sample_count);
+ return;
+ }
+
+ if (ring_data.weight == 0.0) {
+ return;
+ }
+
+ float ring_avg_coc = ring_data.coc / ring_data.weight;
+ float accum_avg_coc = accum_data.coc / accum_data.weight;
+
+ /* Smooth test to set opacity to see if the ring average coc occludes the accumulation.
+ * Test is reversed to be multiplied against opacity. */
+ float ring_occlu = saturate(accum_avg_coc - ring_avg_coc);
+ /* The bias here is arbitrary. Seems to avoid weird looking foreground in most cases.
+ * We might need to make it a parameter or find a relative bias. */
+ float accum_occlu = saturate((ring_avg_coc - accum_avg_coc) * 0.1 - 1.0);
+
+#ifdef DOF_RESOLVE_PASS
+ ring_occlu = accum_occlu = 0.0;
+#endif
+
+ if (no_gather_occlusion) {
+ ring_occlu = 0.0;
+ accum_occlu = 0.0;
+ }
+
+ /* (Slide 40) */
+ float ring_opacity = saturate(1.0 - ring_data.transparency / float(sample_count));
+ float accum_opacity = 1.0 - accum_data.transparency;
+
+ if (reversed_occlusion) {
+ /* Accum_data occludes the ring. */
+ float alpha = (accum_data.weight == 0.0) ? 0.0 : accum_opacity * accum_occlu;
+ float one_minus_alpha = 1.0 - alpha;
+
+ accum_data.color += ring_data.color * one_minus_alpha;
+ accum_data.coc += ring_data.coc * one_minus_alpha;
+ accum_data.coc_sqr += ring_data.coc_sqr * one_minus_alpha;
+ accum_data.weight += ring_data.weight * one_minus_alpha;
+
+ accum_data.transparency *= 1.0 - ring_opacity;
+ }
+ else {
+ /* Ring occludes the accum_data (Same as reference). */
+ float alpha = (accum_data.weight == 0.0) ? 1.0 : (ring_opacity * ring_occlu);
+ float one_minus_alpha = 1.0 - alpha;
+
+ accum_data.color = accum_data.color * one_minus_alpha + ring_data.color;
+ accum_data.coc = accum_data.coc * one_minus_alpha + ring_data.coc;
+ accum_data.coc_sqr = accum_data.coc_sqr * one_minus_alpha + ring_data.coc_sqr;
+ accum_data.weight = accum_data.weight * one_minus_alpha + ring_data.weight;
+ }
+}
+
+/* FIXME(fclem) Seems to be wrong since it needs ringcount+1 as input for slightfocus gather. */
+int dof_gather_total_sample_count(const int ring_count, const int ring_density)
+{
+ return (ring_count * ring_count - ring_count) * ring_density + 1;
+}
+
+void dof_gather_accumulate_center_sample(DofGatherData center_data,
+ float bordering_radius,
+#ifdef DOF_RESOLVE_PASS
+ int i_radius,
+#endif
+ const bool do_fast_gather,
+ const bool is_foreground,
+ inout DofGatherData accum_data)
+{
+ float layer_weight = dof_layer_weight(center_data.coc, is_foreground);
+ float sample_weight = dof_sample_weight(center_data.coc);
+ float weight = layer_weight * sample_weight;
+ float accum_weight = dof_gather_accum_weight(center_data.coc, bordering_radius, false);
+
+ if (do_fast_gather) {
+ /* Hope for the compiler to optimize the above. */
+ layer_weight = 1.0;
+ sample_weight = 1.0;
+ accum_weight = 1.0;
+ weight = 1.0;
+ }
+
+ center_data.transparency = 1.0 - weight;
+
+ dof_gather_accumulate_sample(center_data, weight * accum_weight, accum_data);
+
+ if (!do_fast_gather) {
+#ifdef DOF_RESOLVE_PASS
+ /* NOTE(fclem): Hack to smooth transition to full in-focus opacity. */
+ int total_sample_count = dof_gather_total_sample_count(i_radius + 1, DOF_SLIGHT_FOCUS_DENSITY);
+ float fac = saturate(1.0 - abs(center_data.coc) / float(layer_threshold));
+ accum_data.layer_opacity += float(total_sample_count) * fac * fac;
+#endif
+ accum_data.layer_opacity += layer_weight;
+
+ /* Logic of dof_gather_accumulate_sample(). */
+ weight *= (1.0 - accum_weight);
+ center_data.coc_sqr = center_data.coc * (center_data.coc * weight);
+ center_data.color *= weight;
+ center_data.coc *= weight;
+ center_data.weight = weight;
+
+#ifdef DOF_FOREGROUND_PASS /* Reduce issue with closer foreground over distant foreground. */
+ float ring_area = sqr(bordering_radius);
+ dof_gather_ammend_weight(center_data, ring_area);
+#endif
+
+ /* Accumulate center as its own ring. */
+ dof_gather_accumulate_sample_ring(
+ center_data, 1, false, do_fast_gather, is_foreground, accum_data);
+ }
+}
+
+int dof_gather_total_sample_count_with_density_change(const int ring_count,
+ const int ring_density,
+ int density_change)
+{
+ int sample_count_per_density_change = dof_gather_total_sample_count(ring_count, ring_density) -
+ dof_gather_total_sample_count(
+ ring_count - gather_density_change_ring, ring_density);
+
+ return dof_gather_total_sample_count(ring_count, ring_density) +
+ sample_count_per_density_change * density_change;
+}
+
+void dof_gather_accumulate_resolve(int total_sample_count,
+ DofGatherData accum_data,
+ out vec4 out_col,
+ out float out_weight,
+ out vec2 out_occlusion)
+{
+ float weight_inv = safe_rcp(accum_data.weight);
+ out_col = accum_data.color * weight_inv;
+ out_occlusion = vec2(abs(accum_data.coc), accum_data.coc_sqr) * weight_inv;
+
+#ifdef DOF_FOREGROUND_PASS
+ out_weight = 1.0 - accum_data.transparency;
+#else
+ if (accum_data.weight > 0.0) {
+ out_weight = accum_data.layer_opacity / float(total_sample_count);
+ }
+ else {
+ out_weight = 0.0;
+ }
+#endif
+ /* Gathering may not accumulate to 1.0 alpha because of float precision. */
+ if (out_weight > 0.99) {
+ out_weight = 1.0;
+ }
+ else if (out_weight < 0.01) {
+ out_weight = 0.0;
+ }
+ /* Same thing for alpha channel. */
+ if (out_col.a > 0.99) {
+ out_col.a = 1.0;
+ }
+ else if (out_col.a < 0.01) {
+ out_col.a = 0.0;
+ }
+}
+
+ivec2 dof_square_ring_sample_offset(int ring_distance, int sample_id)
+{
+ /**
+ * Generate samples in a square pattern with the ring radius. X is the center tile.
+ *
+ * Dist1 Dist2
+ * 6 5 4 3 2
+ * 3 2 1 7 1
+ * . X 0 . X 0
+ * . . . . .
+ * . . . . .
+ *
+ * Samples are expected to be mirrored to complete the pattern.
+ **/
+ ivec2 offset;
+ if (sample_id < ring_distance) {
+ offset.x = ring_distance;
+ offset.y = sample_id;
+ }
+ else if (sample_id < ring_distance * 3) {
+ offset.x = ring_distance - sample_id + ring_distance;
+ offset.y = ring_distance;
+ }
+ else {
+ offset.x = -ring_distance;
+ offset.y = ring_distance - sample_id + 3 * ring_distance;
+ }
+ return offset;
+} \ No newline at end of file