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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl109
1 files changed, 0 insertions, 109 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
deleted file mode 100644
index 6e35d4a54ae..00000000000
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
+++ /dev/null
@@ -1,109 +0,0 @@
-
-#pragma BLENDER_REQUIRE(common_math_lib.glsl)
-
-uniform vec4 bokehParams[2];
-
-#define bokeh_rotation bokehParams[0].x
-#define bokeh_ratio bokehParams[0].y
-#define bokeh_maxsize bokehParams[0].z
-
-uniform sampler2D nearBuffer;
-uniform sampler2D farBuffer;
-uniform sampler2D cocBuffer;
-
-flat out vec4 color;
-flat out float weight;
-flat out float smoothFac;
-flat out ivec2 edge;
-out vec2 particlecoord;
-
-/* Scatter pass, calculate a triangle covering the CoC. */
-void main()
-{
- ivec2 tex_size = textureSize(cocBuffer, 0);
- /* We render to a double width texture so compute
- * the target texel size accordingly */
- vec2 texel_size = vec2(0.5, 1.0) / vec2(tex_size);
-
- int t_id = gl_VertexID / 3; /* Triangle Id */
-
- ivec2 texelco = ivec2(0);
- /* some math to get the target pixel */
- texelco.x = t_id % tex_size.x;
- texelco.y = t_id / tex_size.x;
-
- vec2 cocs = texelFetch(cocBuffer, texelco, 0).rg;
-
- bool is_near = (cocs.x > cocs.y);
- float coc = (is_near) ? cocs.x : cocs.y;
-
- /* Clamp to max size for performance */
- coc = min(coc, bokeh_maxsize);
-
- if (coc >= 1.0) {
- if (is_near) {
- color = texelFetch(nearBuffer, texelco, 0);
- }
- else {
- color = texelFetch(farBuffer, texelco, 0);
- }
- /* find the area the pixel will cover and divide the color by it */
- /* 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. */
- weight = 4.0 / (coc * coc * M_PI);
- color *= weight;
-
- /* Compute edge to discard fragment that does not belong to the other layer. */
- edge.x = (is_near) ? 1 : -1;
- edge.y = (is_near) ? -tex_size.x + 1 : tex_size.x;
- }
- else {
- /* Don't produce any fragments */
- color = vec4(0.0);
- gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
- return;
- }
-
- /* Generate Triangle : less memory fetches from a VBO */
- int v_id = gl_VertexID % 3; /* Vertex Id */
-
- /* Extend to cover at least the unit circle */
- const float extend = (cos(M_PI / 4.0) + 1.0) * 2.0;
- /* Crappy diagram
- * ex 1
- * | \
- * | \
- * 1 | \
- * | \
- * | \
- * 0 | x \
- * | Circle \
- * | Origin \
- * -1 0 --------------- 2
- * -1 0 1 ex
- */
- gl_Position.x = float(v_id / 2) * extend - 1.0; /* int divisor round down */
- gl_Position.y = float(v_id % 2) * extend - 1.0;
- gl_Position.z = 0.0;
- gl_Position.w = 1.0;
-
- /* Generate Triangle */
- particlecoord = gl_Position.xy;
-
- gl_Position.xy *= coc * texel_size * vec2(bokeh_ratio, 1.0);
- gl_Position.xy -= 1.0 - 0.5 * texel_size; /* NDC Bottom left */
- gl_Position.xy += (0.5 + vec2(texelco) * 2.0) * texel_size;
-
- /* Push far plane to left side. */
- if (!is_near) {
- gl_Position.x += 2.0 / 2.0;
- }
-
- /* don't do smoothing for small sprites */
- if (coc > 3.0) {
- smoothFac = 1.0 - 1.5 / coc;
- }
- else {
- smoothFac = 1.0;
- }
-}