diff options
Diffstat (limited to 'source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl | 178 |
1 files changed, 178 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl new file mode 100644 index 00000000000..5123eb0c238 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl @@ -0,0 +1,178 @@ + +/** + * Recombine Pass: Load separate convolution layer and composite with self + * slight defocus convolution and in-focus fields. + * + * The halfres gather methods are fast but lack precision for small CoC areas. + * To fix this we do a bruteforce gather to have a smooth transition between + * in-focus and defocus regions. + */ + +#pragma BLENDER_REQUIRE(eevee_depth_of_field_accumulator_lib.glsl) + +shared uint shared_max_slight_focus_abs_coc; + +/** + * Returns The max CoC in the Slight Focus range inside this compute tile. + */ +float dof_slight_focus_coc_tile_get(vec2 frag_coord) +{ + if (all(equal(gl_LocalInvocationID, uvec3(0)))) { + shared_max_slight_focus_abs_coc = floatBitsToUint(0.0); + } + barrier(); + + float local_abs_max = 0.0; + /* Sample in a cross (X) pattern. This covers all pixels over the whole tile, as long as + * dof_max_slight_focus_radius is less than the group size. */ + for (int i = 0; i < 4; i++) { + vec2 sample_uv = (frag_coord + quad_offsets[i] * 2.0 * dof_max_slight_focus_radius) / + vec2(textureSize(color_tx, 0)); + float coc = dof_coc_from_depth(dof_buf, sample_uv, textureLod(depth_tx, sample_uv, 0.0).r); + coc = clamp(coc, -dof_buf.coc_abs_max, dof_buf.coc_abs_max); + if (abs(coc) < dof_max_slight_focus_radius) { + local_abs_max = max(local_abs_max, abs(coc)); + } + } + /* Use atomic reduce operation. */ + atomicMax(shared_max_slight_focus_abs_coc, floatBitsToUint(local_abs_max)); + /* "Broadcast" result across all threads. */ + barrier(); + + return uintBitsToFloat(shared_max_slight_focus_abs_coc); +} + +vec3 dof_neighborhood_clamp(vec2 frag_coord, vec3 color, float center_coc, float weight) +{ + /* Stabilize color by clamping with the stable half res neighborhood. */ + vec3 neighbor_min, neighbor_max; + const vec2 corners[4] = vec2[4](vec2(-1, -1), vec2(1, -1), vec2(-1, 1), vec2(1, 1)); + for (int i = 0; i < 4; i++) { + /** + * Visit the 4 half-res texels around (and containing) the fullres texel. + * Here a diagram of a fullscreen texel (f) in the bottom left corner of a half res texel. + * We sample the stable half-resolution texture at the 4 location denoted by (h). + * ┌───────┬───────┐ + * │ h │ h │ + * │ │ │ + * │ │ f │ + * ├───────┼───────┤ + * │ h │ h │ + * │ │ │ + * │ │ │ + * └───────┴───────┘ + */ + vec2 uv_sample = ((frag_coord + corners[i]) * 0.5) / vec2(textureSize(stable_color_tx, 0)); + /* Reminder: The content of this buffer is YCoCg + CoC. */ + vec3 ycocg_sample = textureLod(stable_color_tx, uv_sample, 0.0).rgb; + neighbor_min = (i == 0) ? ycocg_sample : min(neighbor_min, ycocg_sample); + neighbor_max = (i == 0) ? ycocg_sample : max(neighbor_max, ycocg_sample); + } + /* Pad the bounds in the near in focus region to get back a bit of detail. */ + float padding = 0.125 * saturate(1.0 - sqr(center_coc) / sqr(8.0)); + neighbor_max += abs(neighbor_min) * padding; + neighbor_min -= abs(neighbor_min) * padding; + /* Progressively apply the clamp to avoid harsh transition. Also mask by weight. */ + float fac = saturate(sqr(center_coc) * 4.0) * weight; + /* Clamp in YCoCg space to avoid too much color drift. */ + color = colorspace_YCoCg_from_scene_linear(color); + color = mix(color, clamp(color, neighbor_min, neighbor_max), fac); + color = colorspace_scene_linear_from_YCoCg(color); + return color; +} + +void main() +{ + vec2 frag_coord = vec2(gl_GlobalInvocationID.xy) + 0.5; + ivec2 tile_co = ivec2(frag_coord / float(DOF_TILES_SIZE * 2)); + + CocTile coc_tile = dof_coc_tile_load(in_tiles_fg_img, in_tiles_bg_img, tile_co); + CocTilePrediction prediction = dof_coc_tile_prediction_get(coc_tile); + + vec2 uv = frag_coord / vec2(textureSize(color_tx, 0)); + vec2 uv_halfres = (frag_coord * 0.5) / vec2(textureSize(color_bg_tx, 0)); + + float slight_focus_max_coc = 0.0; + if (prediction.do_slight_focus) { + slight_focus_max_coc = dof_slight_focus_coc_tile_get(frag_coord); + prediction.do_slight_focus = slight_focus_max_coc >= 0.5; + if (prediction.do_slight_focus) { + prediction.do_focus = false; + } + } + + if (prediction.do_focus) { + float center_coc = (dof_coc_from_depth(dof_buf, uv, textureLod(depth_tx, uv, 0.0).r)); + prediction.do_focus = abs(center_coc) <= 0.5; + } + + vec4 out_color = vec4(0.0); + float weight = 0.0; + + vec4 layer_color; + float layer_weight; + + if (!no_hole_fill_pass && prediction.do_hole_fill) { + layer_color = textureLod(color_hole_fill_tx, uv_halfres, 0.0); + layer_weight = textureLod(weight_hole_fill_tx, uv_halfres, 0.0).r; + out_color = layer_color * safe_rcp(layer_weight); + weight = float(layer_weight > 0.0); + } + + if (!no_background_pass && prediction.do_background) { + layer_color = textureLod(color_bg_tx, uv_halfres, 0.0); + layer_weight = textureLod(weight_bg_tx, uv_halfres, 0.0).r; + /* Always prefer background to hole_fill pass. */ + layer_color *= safe_rcp(layer_weight); + layer_weight = float(layer_weight > 0.0); + /* Composite background. */ + out_color = out_color * (1.0 - layer_weight) + layer_color; + weight = weight * (1.0 - layer_weight) + layer_weight; + /* Fill holes with the composited background. */ + out_color *= safe_rcp(weight); + weight = float(weight > 0.0); + } + + if (!no_slight_focus_pass && prediction.do_slight_focus) { + float center_coc; + dof_slight_focus_gather(depth_tx, + color_tx, + bokeh_lut_tx, + slight_focus_max_coc, + layer_color, + layer_weight, + center_coc); + + /* Composite slight defocus. */ + out_color = out_color * (1.0 - layer_weight) + layer_color; + weight = weight * (1.0 - layer_weight) + layer_weight; + + out_color.rgb = dof_neighborhood_clamp(frag_coord, out_color.rgb, center_coc, layer_weight); + } + + if (!no_focus_pass && prediction.do_focus) { + layer_color = safe_color(textureLod(color_tx, uv, 0.0)); + layer_weight = 1.0; + /* Composite in focus. */ + out_color = out_color * (1.0 - layer_weight) + layer_color; + weight = weight * (1.0 - layer_weight) + layer_weight; + } + + if (!no_foreground_pass && prediction.do_foreground) { + layer_color = textureLod(color_fg_tx, uv_halfres, 0.0); + layer_weight = textureLod(weight_fg_tx, uv_halfres, 0.0).r; + /* Composite foreground. */ + out_color = out_color * (1.0 - layer_weight) + layer_color; + } + + /* Fix float precision issue in alpha compositing. */ + if (out_color.a > 0.99) { + out_color.a = 1.0; + } + + if (debug_resolve_perf && prediction.do_slight_focus) { + out_color.rgb *= vec3(1.0, 0.1, 0.1); + } + + imageStore(out_color_img, ivec2(gl_GlobalInvocationID.xy), out_color); +} |