diff options
Diffstat (limited to 'source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_downsample_comp.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_downsample_comp.glsl | 32 |
1 files changed, 32 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_downsample_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_downsample_comp.glsl new file mode 100644 index 00000000000..3d45f285da9 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_downsample_comp.glsl @@ -0,0 +1,32 @@ + +/** + * Downsample pass: CoC aware downsample to quarter resolution. + * + * Pretty much identical to the setup pass but get CoC from buffer. + * Also does not weight luma for the bilateral weights. + */ + +#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl) + +void main() +{ + vec2 halfres_texel_size = 1.0 / vec2(textureSize(color_tx, 0).xy); + /* Center uv around the 4 halfres pixels. */ + vec2 quad_center = vec2(gl_GlobalInvocationID * 2 + 1) * halfres_texel_size; + + vec4 colors[4]; + vec4 cocs; + for (int i = 0; i < 4; i++) { + vec2 sample_uv = quad_center + quad_offsets[i] * halfres_texel_size; + colors[i] = textureLod(color_tx, sample_uv, 0.0); + cocs[i] = textureLod(coc_tx, sample_uv, 0.0).r; + } + + vec4 weights = dof_bilateral_coc_weights(cocs); + /* Normalize so that the sum is 1. */ + weights *= safe_rcp(sum(weights)); + + vec4 out_color = weighted_sum_array(colors, weights); + + imageStore(out_color_img, ivec2(gl_GlobalInvocationID.xy), out_color); +} |