/** * Setup pass: CoC and luma aware downsample to half resolution of the input scene color buffer. * * An addition to the downsample CoC, we output the maximum slight out of focus CoC to be * sure we don't miss a pixel. * * Input: * Full-resolution color & depth buffer * Output: * Half-resolution Color, signed CoC (out_coc.x), and max slight focus abs CoC (out_coc.y). **/ #pragma BLENDER_REQUIRE(common_math_lib.glsl) #pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl) void main() { vec2 fullres_texel_size = 1.0 / vec2(textureSize(color_tx, 0).xy); /* Center uv around the 4 fullres pixels. */ vec2 quad_center = vec2(gl_GlobalInvocationID.xy * 2 + 1) * fullres_texel_size; vec4 colors[4]; vec4 cocs; for (int i = 0; i < 4; i++) { vec2 sample_uv = quad_center + quad_offsets[i] * fullres_texel_size; /* NOTE: We use samplers without filtering. */ colors[i] = safe_color(textureLod(color_tx, sample_uv, 0.0)); cocs[i] = dof_coc_from_depth(dof_buf, sample_uv, textureLod(depth_tx, sample_uv, 0.0).r); } cocs = clamp(cocs, -dof_buf.coc_abs_max, dof_buf.coc_abs_max); vec4 weights = dof_bilateral_coc_weights(cocs); weights *= dof_bilateral_color_weights(colors); /* Normalize so that the sum is 1. */ weights *= safe_rcp(sum(weights)); ivec2 out_texel = ivec2(gl_GlobalInvocationID.xy); vec4 out_color = weighted_sum_array(colors, weights); imageStore(out_color_img, out_texel, out_color); float out_coc = dot(cocs, weights); imageStore(out_coc_img, out_texel, vec4(out_coc)); }