/** * 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(effect_dof_lib.glsl) /* Half resolution. */ uniform sampler2D colorBuffer; uniform sampler2D cocBuffer; /* Quarter resolution. */ layout(location = 0) out vec4 outColor; void main() { vec2 halfres_texel_size = 1.0 / vec2(textureSize(colorBuffer, 0).xy); /* Center uv around the 4 halfres pixels. */ vec2 quad_center = (floor(gl_FragCoord.xy) * 2.0 + 1.0) * 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(colorBuffer, sample_uv, 0.0); cocs[i] = textureLod(cocBuffer, sample_uv, 0.0).r; } vec4 weights = dof_downsample_bilateral_coc_weights(cocs); /* Normalize so that the sum is 1. */ weights *= safe_rcp(sum(weights)); outColor = weighted_sum_array(colors, weights); }