/** * 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(eevee_depth_of_field_lib.glsl) void main() { vec2 halfres_texel_size = 1.0 / vec2(textureSize(color_tx, 0).xy); /* Center uv around the 4 halfres pixels. */ vec2 quad_center = vec2(gl_GlobalInvocationID * 2 + 1) * 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(color_tx, sample_uv, 0.0); cocs[i] = textureLod(coc_tx, sample_uv, 0.0).r; } vec4 weights = dof_bilateral_coc_weights(cocs); /* Normalize so that the sum is 1. */ weights *= safe_rcp(sum(weights)); vec4 out_color = weighted_sum_array(colors, weights); imageStore(out_color_img, ivec2(gl_GlobalInvocationID.xy), out_color); }