uniform mat4 ProjectionMatrix; uniform sampler2D colorBuffer; uniform sampler2D depthBuffer; uniform vec3 dofParams; #define dof_aperturesize dofParams.x #define dof_distance dofParams.y #define dof_invsensorsize dofParams.z uniform vec4 bokehParams[2]; #define bokeh_rotation bokehParams[0].x #define bokeh_ratio bokehParams[0].y #define bokeh_maxsize bokehParams[0].z #define bokeh_sides bokehParams[1] /* Polygon Bokeh shape number of sides (with precomputed vars) */ uniform vec2 nearFar; /* Near & far view depths values */ #define M_PI 3.1415926535897932384626433832795 #define M_2PI 6.2831853071795864769252868 /* -------------- Utils ------------- */ /* divide by sensor size to get the normalized size */ #define calculate_coc(zdepth) (dof_aperturesize * (dof_distance / zdepth - 1.0) * dof_invsensorsize) #define linear_depth(z) ((ProjectionMatrix[3][3] == 0.0) \ ? (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) \ : (z * 2.0 - 1.0) * nearFar.y) #define weighted_sum(a, b, c, d, e) (a * e.x + b * e.y + c * e.z + d * e.w) float max_v4(vec4 v) { return max(max(v.x, v.y), max(v.z, v.w)); } #define THRESHOLD 0.0 #ifdef STEP_DOWNSAMPLE layout(location = 0) out vec4 nearColor; layout(location = 1) out vec4 farColor; layout(location = 2) out vec2 cocData; /* Downsample the color buffer to half resolution. * Weight color samples by * Compute maximum CoC for near and far blur. */ void main(void) { ivec4 uvs = ivec4(gl_FragCoord.xyxy) * 2 + ivec4(0, 0, 1, 1); /* custom downsampling */ vec4 color1 = texelFetch(colorBuffer, uvs.xy, 0); vec4 color2 = texelFetch(colorBuffer, uvs.zw, 0); vec4 color3 = texelFetch(colorBuffer, uvs.zy, 0); vec4 color4 = texelFetch(colorBuffer, uvs.xw, 0); /* Leverage SIMD by combining 4 depth samples into a vec4 */ vec4 depth; depth.r = texelFetch(depthBuffer, uvs.xy, 0).r; depth.g = texelFetch(depthBuffer, uvs.zw, 0).r; depth.b = texelFetch(depthBuffer, uvs.zy, 0).r; depth.a = texelFetch(depthBuffer, uvs.xw, 0).r; vec4 zdepth = linear_depth(depth); /* Compute signed CoC for each depth samples */ vec4 coc_near = calculate_coc(zdepth); vec4 coc_far = -coc_near; /* now we need to write the near-far fields premultiplied by the coc */ vec4 near_weights = step(THRESHOLD, coc_near); vec4 far_weights = step(THRESHOLD, coc_far); /* now write output to weighted buffers. */ nearColor = weighted_sum(color1, color2, color3, color4, near_weights); farColor = weighted_sum(color1, color2, color3, color4, far_weights); /* Normalize the color (don't divide by 0.0) */ nearColor /= max(1e-6, dot(near_weights, near_weights)); farColor /= max(1e-6, dot(far_weights, far_weights)); float max_near_coc = max(max_v4(coc_near), 0.0); float max_far_coc = max(max_v4(coc_far), 0.0); cocData = vec2(max_near_coc, max_far_coc); } #elif defined(STEP_SCATTER) flat in vec4 color; flat in float smoothFac; flat in ivec2 edge; /* coordinate used for calculating radius */ in vec2 particlecoord; out vec4 fragColor; /* accumulate color in the near/far blur buffers */ void main(void) { /* Discard to avoid bleeding onto the next layer */ if (int(gl_FragCoord.x) * edge.x + edge.y > 0) discard; /* Circle Dof */ float dist = length(particlecoord); /* Ouside of bokeh shape */ if (dist > 1.0) discard; /* Regular Polygon Dof */ if (bokeh_sides.x > 0.0) { /* Circle parametrization */ float theta = atan(particlecoord.y, particlecoord.x) + bokeh_rotation; /* Optimized version of : * float denom = theta - (M_2PI / bokeh_sides) * floor((bokeh_sides * theta + M_PI) / M_2PI); * float r = cos(M_PI / bokeh_sides) / cos(denom); */ float denom = theta - bokeh_sides.y * floor(bokeh_sides.z * theta + 0.5); float r = bokeh_sides.w / cos(denom); /* Divide circle radial coord by the shape radius for angle theta. * Giving us the new linear radius to the shape edge. */ dist /= r; /* Ouside of bokeh shape */ if (dist > 1.0) discard; } fragColor = color; /* Smooth the edges a bit. This effectively reduce the bokeh shape * but does fade out the undersampling artifacts. */ if (smoothFac < 1.0) { fragColor *= smoothstep(1.0, smoothFac, dist); } } #elif defined(STEP_RESOLVE) #define MERGE_THRESHOLD 4.0 uniform sampler2D scatterBuffer; in vec4 uvcoordsvar; out vec4 fragColor; vec4 upsample_filter(sampler2D tex, vec2 uv, vec2 texelSize) { /* TODO FIXME: Clamp the sample position * depending on the layer to avoid bleeding. * This is not really noticeable so leaving it as is for now. */ #if 1 /* 9-tap bilinear upsampler (tent filter) */ vec4 d = texelSize.xyxy * vec4(1, 1, -1, 0); vec4 s; s = textureLod(tex, uv - d.xy, 0.0); s += textureLod(tex, uv - d.wy, 0.0) * 2; s += textureLod(tex, uv - d.zy, 0.0); s += textureLod(tex, uv + d.zw, 0.0) * 2; s += textureLod(tex, uv , 0.0) * 4; s += textureLod(tex, uv + d.xw, 0.0) * 2; s += textureLod(tex, uv + d.zy, 0.0); s += textureLod(tex, uv + d.wy, 0.0) * 2; s += textureLod(tex, uv + d.xy, 0.0); return s * (1.0 / 16.0); #else /* 4-tap bilinear upsampler */ vec4 d = texelSize.xyxy * vec4(-1, -1, +1, +1) * 0.5; vec4 s; s = textureLod(tex, uv + d.xy, 0.0); s += textureLod(tex, uv + d.zy, 0.0); s += textureLod(tex, uv + d.xw, 0.0); s += textureLod(tex, uv + d.zw, 0.0); return s * (1.0 / 4.0); #endif } /* Combine the Far and Near color buffers */ void main(void) { vec2 uv = uvcoordsvar.xy; /* Recompute Near / Far CoC per pixel */ float depth = textureLod(depthBuffer, uv, 0.0).r; float zdepth = linear_depth(depth); float coc_signed = calculate_coc(zdepth); float coc_far = max(-coc_signed, 0.0); float coc_near = max(coc_signed, 0.0); vec2 texelSize = vec2(0.5, 1.0) / vec2(textureSize(scatterBuffer, 0)); vec4 srccolor = textureLod(colorBuffer, uv, 0.0); vec2 near_uv = uv * vec2(0.5, 1.0); vec2 far_uv = near_uv + vec2(0.5, 0.0); vec4 farcolor = upsample_filter(scatterBuffer, far_uv, texelSize); vec4 nearcolor = upsample_filter(scatterBuffer, near_uv, texelSize); float farweight = farcolor.a; float nearweight = nearcolor.a; if (farcolor.a > 0.0) farcolor /= farcolor.a; if (nearcolor.a > 0.0) nearcolor /= nearcolor.a; float mixfac = smoothstep(1.0, MERGE_THRESHOLD, abs(coc_signed)); float totalweight = nearweight + farweight; farcolor = mix(srccolor, farcolor, mixfac); nearcolor = mix(srccolor, nearcolor, mixfac); fragColor = mix(farcolor, nearcolor, nearweight / max(1e-6, totalweight)); } #endif