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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.glsl106
1 files changed, 106 insertions, 0 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
new file mode 100644
index 00000000000..6e43115d799
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
@@ -0,0 +1,106 @@
+
+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 smoothFac;
+flat out ivec2 edge;
+out vec2 particlecoord;
+
+#define M_PI 3.1415926535897932384626433832795
+
+/* 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 */
+ color.a = 1.0 / (coc * coc * M_PI);
+ color.rgb *= color.a;
+
+ /* 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. */
+ gl_Position.x += (!is_near) ? 1.0 : 0.0;
+
+ /* don't do smoothing for small sprites */
+ if (coc > 3.0) {
+ smoothFac = 1.0 - 1.5 / coc;
+ }
+ else {
+ smoothFac = 1.0;
+ }
+
+ int tex_width = textureSize(cocBuffer, 0).x;
+}