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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.glsl45
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];
+ }
+}