diff options
Diffstat (limited to 'source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_vert.glsl | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_vert.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_vert.glsl new file mode 100644 index 00000000000..d870496a06c --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_vert.glsl @@ -0,0 +1,45 @@ + +/** + * Scatter pass: Use sprites to scatter the color of very bright pixel to have higher quality blur. + * + * We only scatter one triangle per sprite and one sprite per 4 pixels to reduce vertex shader + * invocations and overdraw. + **/ + +#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl) + +void main() +{ + ScatterRect rect = scatter_list_buf[gl_InstanceID]; + + interp.color_and_coc1 = rect.color_and_coc[0]; + interp.color_and_coc2 = rect.color_and_coc[1]; + interp.color_and_coc3 = rect.color_and_coc[2]; + interp.color_and_coc4 = rect.color_and_coc[3]; + + vec2 uv = vec2(gl_VertexID & 1, gl_VertexID >> 1) * 2.0 - 1.0; + uv = uv * rect.half_extent; + + gl_Position = vec4(uv + rect.offset, 0.0, 1.0); + /* NDC range [-1..1]. */ + gl_Position.xy = (gl_Position.xy / vec2(textureSize(occlusion_tx, 0).xy)) * 2.0 - 1.0; + + if (use_bokeh_lut) { + /* Bias scale to avoid sampling at the texture's border. */ + interp.distance_scale = (float(DOF_BOKEH_LUT_SIZE) / float(DOF_BOKEH_LUT_SIZE - 1)); + vec2 uv_div = 1.0 / (interp.distance_scale * abs(rect.half_extent)); + interp.rect_uv1 = ((uv + quad_offsets[0]) * uv_div) * 0.5 + 0.5; + interp.rect_uv2 = ((uv + quad_offsets[1]) * uv_div) * 0.5 + 0.5; + interp.rect_uv3 = ((uv + quad_offsets[2]) * uv_div) * 0.5 + 0.5; + interp.rect_uv4 = ((uv + quad_offsets[3]) * uv_div) * 0.5 + 0.5; + /* Only for sampling. */ + interp.distance_scale *= max_v2(abs(rect.half_extent)); + } + else { + interp.distance_scale = 1.0; + interp.rect_uv1 = uv + quad_offsets[0]; + interp.rect_uv2 = uv + quad_offsets[1]; + interp.rect_uv3 = uv + quad_offsets[2]; + interp.rect_uv4 = uv + quad_offsets[3]; + } +} |