/** * 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(effect_dof_lib.glsl) uniform sampler2D occlusionBuffer; uniform sampler2D bokehLut; uniform vec2 bokehAnisotropyInv; flat in vec4 color1; flat in vec4 color2; flat in vec4 color3; flat in vec4 color4; flat in vec4 weights; flat in vec4 cocs; flat in vec2 spritepos; flat in float spritesize; /* MaxCoC */ layout(location = 0) out vec4 fragColor; float bokeh_shape(vec2 center) { vec2 co = gl_FragCoord.xy - center; #ifdef DOF_BOKEH_TEXTURE co *= bokehAnisotropyInv; float texture_size = float(textureSize(bokehLut, 0).x); /* Bias scale to avoid sampling at the texture's border. */ float scale_fac = spritesize * (float(DOF_BOKEH_LUT_SIZE) / float(DOF_BOKEH_LUT_SIZE - 1)); float dist = scale_fac * textureLod(bokehLut, (co / scale_fac) * 0.5 + 0.5, 0.0).r; #else float dist = length(co); #endif return dist; } #define linearstep(p0, p1, v) (clamp(((v) - (p0)) / abs((p1) - (p0)), 0.0, 1.0)) void main(void) { vec4 shapes; for (int i = 0; i < 4; i++) { shapes[i] = bokeh_shape(spritepos + quad_offsets[i]); } /* Becomes signed distance field in pixel units. */ shapes -= cocs; /* Smooth the edges a bit to fade out the undersampling artifacts. */ shapes = 1.0 - linearstep(-0.8, 0.8, shapes); /* Outside of bokeh shape. Try to avoid overloading ROPs. */ if (max_v4(shapes) == 0.0) { discard; } if (!no_scatter_occlusion) { /* Works because target is the same size as occlusionBuffer. */ vec2 uv = gl_FragCoord.xy / vec2(textureSize(occlusionBuffer, 0).xy); vec2 occlusion_data = texture(occlusionBuffer, uv).rg; /* Fix tilling artifacts. (Slide 90) */ const float correction_fac = 1.0 - DOF_FAST_GATHER_COC_ERROR; /* Occlude the sprite with geometry from the same field * using a VSM like chebychev test (slide 85). */ float mean = occlusion_data.x; float variance = occlusion_data.x; shapes *= variance * safe_rcp(variance + sqr(max(cocs * correction_fac - mean, 0.0))); } fragColor = color1 * shapes.x; fragColor += color2 * shapes.y; fragColor += color3 * shapes.z; fragColor += color4 * shapes.w; /* Do not accumulate alpha. This has already been accumulated by the gather pass. */ fragColor.a = 0.0; #ifdef DOF_DEBUG_SCATTER_PERF fragColor.rgb = avg(fragColor.rgb) * vec3(1.0, 0.0, 0.0); #endif }