/** * Separable Hexagonal Bokeh Blur by Colin Barré-Brisebois * https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited-part-1-basic-3-pass-version/ * Converted and adapted from HLSL to GLSL by Clément Foucault **/ uniform mat4 ProjectionMatrix; uniform vec2 invertedViewportSize; uniform vec2 nearFar; uniform vec3 dofParams; uniform float noiseOffset; uniform sampler2D inputCocTex; uniform sampler2D maxCocTilesTex; uniform sampler2D sceneColorTex; uniform sampler2D sceneDepthTex; uniform sampler2D backgroundTex; uniform sampler2D halfResColorTex; uniform sampler2D blurTex; uniform sampler2D noiseTex; #define dof_aperturesize dofParams.x #define dof_distance dofParams.y #define dof_invsensorsize dofParams.z #define M_PI 3.1415926535897932 /* pi */ float max_v4(vec4 v) { return max(max(v.x, v.y), max(v.z, v.w)); } #define weighted_sum(a, b, c, d, e, e_sum) ((a) * e.x + (b) * e.y + (c) * e.z + (d) * e.w) / max(1e-6, e_sum); /* 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) const float MAX_COC_SIZE = 100.0; vec2 encode_coc(float near, float far) { return vec2(near, far) / MAX_COC_SIZE; } float decode_coc(vec2 cocs) { return max(cocs.x, cocs.y) * MAX_COC_SIZE; } float decode_signed_coc(vec2 cocs) { return ((cocs.x > cocs.y) ? cocs.x : -cocs.y) * MAX_COC_SIZE; } /** * ----------------- STEP 0 ------------------ * Custom Coc aware downsampling. Half res pass. **/ #ifdef PREPARE layout(location = 0) out vec4 halfResColor; layout(location = 1) out vec2 normalizedCoc; void main() { ivec4 texel = ivec4(gl_FragCoord.xyxy) * 2 + ivec4(0, 0, 1, 1); vec4 color1 = texelFetch(sceneColorTex, texel.xy, 0); vec4 color2 = texelFetch(sceneColorTex, texel.zw, 0); vec4 color3 = texelFetch(sceneColorTex, texel.zy, 0); vec4 color4 = texelFetch(sceneColorTex, texel.xw, 0); vec4 depths; depths.x = texelFetch(sceneDepthTex, texel.xy, 0).x; depths.y = texelFetch(sceneDepthTex, texel.zw, 0).x; depths.z = texelFetch(sceneDepthTex, texel.zy, 0).x; depths.w = texelFetch(sceneDepthTex, texel.xw, 0).x; vec4 zdepths = linear_depth(depths); vec4 cocs_near = calculate_coc(zdepths); vec4 cocs_far = -cocs_near; float coc_near = max(max_v4(cocs_near), 0.0); float coc_far = max(max_v4(cocs_far), 0.0); /* now we need to write the near-far fields premultiplied by the coc * also use bilateral weighting by each coc values to avoid bleeding. */ vec4 near_weights = step(0.0, cocs_near) * clamp(1.0 - abs(coc_near - cocs_near), 0.0, 1.0); vec4 far_weights = step(0.0, cocs_far) * clamp(1.0 - abs(coc_far - cocs_far), 0.0, 1.0); /* now write output to weighted buffers. */ /* Take far plane pixels in priority. */ vec4 w = any(notEqual(far_weights, vec4(0.0))) ? far_weights : near_weights; float tot_weight = dot(w, vec4(1.0)); halfResColor = weighted_sum(color1, color2, color3, color4, w, tot_weight); halfResColor = clamp(halfResColor, 0.0, 3.0); normalizedCoc = encode_coc(coc_near, coc_far); } #endif /** * ----------------- STEP 0.5 ------------------ * Custom Coc aware downsampling. Quater res pass. **/ #ifdef DOWNSAMPLE layout(location = 0) out vec4 outColor; layout(location = 1) out vec2 outCocs; void main() { ivec4 texel = ivec4(gl_FragCoord.xyxy) * 2 + ivec4(0, 0, 1, 1); vec4 color1 = texelFetch(sceneColorTex, texel.xy, 0); vec4 color2 = texelFetch(sceneColorTex, texel.zw, 0); vec4 color3 = texelFetch(sceneColorTex, texel.zy, 0); vec4 color4 = texelFetch(sceneColorTex, texel.xw, 0); vec4 depths; vec2 cocs1 = texelFetch(inputCocTex, texel.xy, 0).rg; vec2 cocs2 = texelFetch(inputCocTex, texel.zw, 0).rg; vec2 cocs3 = texelFetch(inputCocTex, texel.zy, 0).rg; vec2 cocs4 = texelFetch(inputCocTex, texel.xw, 0).rg; vec4 cocs_near = vec4(cocs1.r, cocs2.r, cocs3.r, cocs4.r) * MAX_COC_SIZE; vec4 cocs_far = vec4(cocs1.g, cocs2.g, cocs3.g, cocs4.g) * MAX_COC_SIZE; float coc_near = max_v4(cocs_near); float coc_far = max_v4(cocs_far); /* now we need to write the near-far fields premultiplied by the coc * also use bilateral weighting by each coc values to avoid bleeding. */ vec4 near_weights = step(0.0, cocs_near) * clamp(1.0 - abs(coc_near - cocs_near), 0.0, 1.0); vec4 far_weights = step(0.0, cocs_far) * clamp(1.0 - abs(coc_far - cocs_far), 0.0, 1.0); /* now write output to weighted buffers. */ vec4 w = any(notEqual(far_weights, vec4(0.0))) ? far_weights : near_weights; float tot_weight = dot(w, vec4(1.0)); outColor = weighted_sum(color1, color2, color3, color4, w, tot_weight); outCocs = encode_coc(coc_near, coc_far); } #endif /** * ----------------- STEP 1 ------------------ * Flatten COC buffer using max filter. **/ #if defined(FLATTEN_VERTICAL) || defined(FLATTEN_HORIZONTAL) layout(location = 0) out vec2 flattenedCoc; void main() { #ifdef FLATTEN_HORIZONTAL ivec2 texel = ivec2(gl_FragCoord.xy) * ivec2(8, 1); vec2 cocs1 = texelFetchOffset(inputCocTex, texel, 0, ivec2(0, 0)).rg; vec2 cocs2 = texelFetchOffset(inputCocTex, texel, 0, ivec2(1, 0)).rg; vec2 cocs3 = texelFetchOffset(inputCocTex, texel, 0, ivec2(2, 0)).rg; vec2 cocs4 = texelFetchOffset(inputCocTex, texel, 0, ivec2(3, 0)).rg; vec2 cocs5 = texelFetchOffset(inputCocTex, texel, 0, ivec2(4, 0)).rg; vec2 cocs6 = texelFetchOffset(inputCocTex, texel, 0, ivec2(5, 0)).rg; vec2 cocs7 = texelFetchOffset(inputCocTex, texel, 0, ivec2(6, 0)).rg; vec2 cocs8 = texelFetchOffset(inputCocTex, texel, 0, ivec2(7, 0)).rg; #else /* FLATTEN_VERTICAL */ ivec2 texel = ivec2(gl_FragCoord.xy) * ivec2(1, 8); vec2 cocs1 = texelFetchOffset(inputCocTex, texel, 0, ivec2(0, 0)).rg; vec2 cocs2 = texelFetchOffset(inputCocTex, texel, 0, ivec2(0, 1)).rg; vec2 cocs3 = texelFetchOffset(inputCocTex, texel, 0, ivec2(0, 2)).rg; vec2 cocs4 = texelFetchOffset(inputCocTex, texel, 0, ivec2(0, 3)).rg; vec2 cocs5 = texelFetchOffset(inputCocTex, texel, 0, ivec2(0, 4)).rg; vec2 cocs6 = texelFetchOffset(inputCocTex, texel, 0, ivec2(0, 5)).rg; vec2 cocs7 = texelFetchOffset(inputCocTex, texel, 0, ivec2(0, 6)).rg; vec2 cocs8 = texelFetchOffset(inputCocTex, texel, 0, ivec2(0, 7)).rg; #endif flattenedCoc = max(max(max(cocs1, cocs2), max(cocs3, cocs4)), max(max(cocs5, cocs6), max(cocs7, cocs8))); } #endif /** * ----------------- STEP 1.ax------------------ * Dilate COC buffer using min filter. **/ #if defined(DILATE_VERTICAL) || defined(DILATE_HORIZONTAL) layout(location = 0) out vec2 dilatedCoc; void main() { vec2 texel_size = 1.0 / vec2(textureSize(inputCocTex, 0)); vec2 uv = gl_FragCoord.xy * texel_size; #ifdef DILATE_VERTICAL vec2 cocs1 = texture(inputCocTex, uv + texel_size * vec2(-3, 0)).rg; vec2 cocs2 = texture(inputCocTex, uv + texel_size * vec2(-2, 0)).rg; vec2 cocs3 = texture(inputCocTex, uv + texel_size * vec2(-1, 0)).rg; vec2 cocs4 = texture(inputCocTex, uv + texel_size * vec2( 0, 0)).rg; vec2 cocs5 = texture(inputCocTex, uv + texel_size * vec2( 1, 0)).rg; vec2 cocs6 = texture(inputCocTex, uv + texel_size * vec2( 2, 0)).rg; vec2 cocs7 = texture(inputCocTex, uv + texel_size * vec2( 3, 0)).rg; #else /* DILATE_HORIZONTAL */ vec2 cocs1 = texture(inputCocTex, uv + texel_size * vec2(0, -3)).rg; vec2 cocs2 = texture(inputCocTex, uv + texel_size * vec2(0, -2)).rg; vec2 cocs3 = texture(inputCocTex, uv + texel_size * vec2(0, -1)).rg; vec2 cocs4 = texture(inputCocTex, uv + texel_size * vec2(0, 0)).rg; vec2 cocs5 = texture(inputCocTex, uv + texel_size * vec2(0, 1)).rg; vec2 cocs6 = texture(inputCocTex, uv + texel_size * vec2(0, 2)).rg; vec2 cocs7 = texture(inputCocTex, uv + texel_size * vec2(0, 3)).rg; #endif // dilatedCoc = max(max(cocs3, cocs4), max(max(cocs5, cocs6), cocs2)); dilatedCoc = max(max(max(cocs1, cocs2), max(cocs3, cocs4)), max(max(cocs5, cocs6), cocs7)); } #endif /** * ----------------- STEP 2 ------------------ * Blur vertically and diagonally. * Outputs vertical blur and combined blur in MRT **/ #ifdef BLUR1 layout(location = 0) out vec4 blurColor; #define NUM_SAMPLES 49 layout(std140) uniform dofSamplesBlock { vec4 samples[NUM_SAMPLES]; }; vec2 get_random_vector(float offset) { /* Interlieved gradient noise by Jorge Jimenez * http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare */ float ign = fract(offset + 52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y)); float bn = texelFetch(noiseTex, ivec2(gl_FragCoord.xy) % 64, 0).a; float ang = M_PI * 2.0 * fract(bn + offset); return vec2(cos(ang), sin(ang)) * sqrt(ign); // return noise.rg * sqrt(ign); } void main() { vec2 uv = gl_FragCoord.xy * invertedViewportSize * 2.0; vec2 size = vec2(textureSize(halfResColorTex, 0).xy); ivec2 texel = ivec2(uv * size); vec4 color = vec4(0.0); float tot = 1e-4; float coc = decode_coc(texelFetch(inputCocTex, texel, 0).rg); float max_radius = coc; vec2 noise = get_random_vector(noiseOffset) * 0.2 * clamp(max_radius * 0.2 - 4.0, 0.0, 1.0); for (int i = 0; i < NUM_SAMPLES; ++i) { vec2 tc = uv + (noise + samples[i].xy) * invertedViewportSize * max_radius; /* decode_signed_coc return biggest coc. */ coc = abs(decode_signed_coc(texture(inputCocTex, tc).rg)); float lod = log2(clamp((coc + min(coc, max_radius)) * 0.5 - 21.0, 0.0, 16.0) * 0.25); vec4 samp = textureLod(halfResColorTex, tc, lod); float radius = samples[i].z * max_radius; float weight = abs(coc) * smoothstep(radius - 0.5, radius + 0.5, abs(coc)); color += samp * weight; tot += weight; } blurColor = color / tot; } #endif /** * ----------------- STEP 3 ------------------ * 3x3 Median Filter * Morgan McGuire and Kyle Whitson * http://graphics.cs.williams.edu * * * Copyright (c) Morgan McGuire and Williams College, 2006 * All rights reserved. * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **/ #ifdef BLUR2 out vec4 finalColor; void main() { /* Half Res pass */ vec2 pixel_size = 1.0 / vec2(textureSize(blurTex, 0).xy); vec2 uv = gl_FragCoord.xy * pixel_size.xy; float coc = decode_coc(texture(inputCocTex, uv).rg); /* Only use this filter if coc is > 9.0 * since this filter is not weighted by CoC * and can bleed a bit. */ float rad = clamp(coc - 9.0, 0.0, 1.0); #define vec vec4 #define toVec(x) x.rgba #define s2(a, b) temp = a; a = min(a, b); b = max(temp, b); #define mn3(a, b, c) s2(a, b); s2(a, c); #define mx3(a, b, c) s2(b, c); s2(a, c); #define mnmx3(a, b, c) mx3(a, b, c); s2(a, b); // 3 exchanges #define mnmx4(a, b, c, d) s2(a, b); s2(c, d); s2(a, c); s2(b, d); // 4 exchanges #define mnmx5(a, b, c, d, e) s2(a, b); s2(c, d); mn3(a, c, e); mx3(b, d, e); // 6 exchanges #define mnmx6(a, b, c, d, e, f) s2(a, d); s2(b, e); s2(c, f); mn3(a, b, c); mx3(d, e, f); // 7 exchanges vec v[9]; /* Add the pixels which make up our window to the pixel array. */ for(int dX = -1; dX <= 1; ++dX) { for(int dY = -1; dY <= 1; ++dY) { vec2 offset = vec2(float(dX), float(dY)); /* If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the * pixel array. This will fill the pixel array, with the top left pixel of the window at pixel[0] and the * bottom right pixel of the window at pixel[N-1]. */ v[(dX + 1) * 3 + (dY + 1)] = toVec(texture(blurTex, uv + offset * pixel_size * rad)); } } vec temp; /* Starting with a subset of size 6, remove the min and max each time */ mnmx6(v[0], v[1], v[2], v[3], v[4], v[5]); mnmx5(v[1], v[2], v[3], v[4], v[6]); mnmx4(v[2], v[3], v[4], v[7]); mnmx3(v[3], v[4], v[8]); toVec(finalColor) = v[4]; } #endif /** * ----------------- STEP 4 ------------------ **/ #ifdef RESOLVE out vec4 finalColor; void main() { /* Fullscreen pass */ vec2 pixel_size = 0.5 / vec2(textureSize(halfResColorTex, 0).xy); vec2 uv = gl_FragCoord.xy * pixel_size; /* TODO MAKE SURE TO ALIGN SAMPLE POSITION TO AVOID OFFSET IN THE BOKEH */ float depth = texelFetch(sceneDepthTex, ivec2(gl_FragCoord.xy), 0).r; float zdepth = linear_depth(depth); float coc = calculate_coc(zdepth); finalColor = texture(halfResColorTex, uv); finalColor.a = smoothstep(1.0, 3.0, abs(coc)); } #endif