diff options
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl | 50 |
1 files changed, 50 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl new file mode 100644 index 00000000000..7918122a681 --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl @@ -0,0 +1,50 @@ +uniform ivec2 rendertargetdim; +uniform sampler2D colorbuffer; + +uniform vec2 layerselection; + +uniform sampler2D cocbuffer; + +/* initial uv coordinate */ +varying in vec2 uvcoord[1]; +varying out vec2 particlecoord; +varying out vec4 color; + + +#define M_PI 3.1415926535897932384626433832795 + +void main(void) +{ + vec4 coc = texture2DLod(cocbuffer, uvcoord[0], 0.0); + + float offset_val = dot(coc.rg, layerselection); + if (offset_val < 1.0) + return; + + vec4 colortex = texture2DLod(colorbuffer, uvcoord[0], 0.0); + + /* find the area the pixel will cover and divide the color by it */ + float alpha = 1.0 / (offset_val * offset_val * M_PI); + colortex *= alpha; + colortex.a = alpha; + + vec2 offset_far = vec2(offset_val * 0.5) / vec2(rendertargetdim.x, rendertargetdim.y); + + gl_Position = gl_PositionIn[0] + vec4(-offset_far.x, -offset_far.y, 0.0, 0.0); + color = colortex; + particlecoord = vec2(-1.0, -1.0); + EmitVertex(); + gl_Position = gl_PositionIn[0] + vec4(-offset_far.x, offset_far.y, 0.0, 0.0); + particlecoord = vec2(-1.0, 1.0); + color = colortex; + EmitVertex(); + gl_Position = gl_PositionIn[0] + vec4(offset_far.x, -offset_far.y, 0.0, 0.0); + particlecoord = vec2(1.0, -1.0); + color = colortex; + EmitVertex(); + gl_Position = gl_PositionIn[0] + vec4(offset_far.x, offset_far.y, 0.0, 0.0); + particlecoord = vec2(1.0, 1.0); + color = colortex; + EmitVertex(); + EndPrimitive(); +} |