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eevee_depth_of_field_bokeh_lut_frag.glsl « shaders « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/**
 * Bokeh Look Up Table: This outputs a radius multiplier to shape the sampling in gather pass or
 * the scatter sprite appearance. This is only used if bokeh shape is either anamorphic or is not
 * a perfect circle.
 * We correct samples spacing for polygonal bokeh shapes. However, we do not for anamorphic bokeh
 * as it is way more complex and expensive to do.
 **/

#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl)

void main()
{
  /* Center uv in range [-1..1]. */
  vec2 uv = uvcoordsvar.xy * 2.0 - 1.0;

  float radius = length(uv);

  vec2 texel = floor(gl_FragCoord.xy) - float(dof_max_slight_focus_radius);

  if (dof_buf.bokeh_blades > 0.0) {
    /* NOTE: atan(y,x) has output range [-M_PI..M_PI], so add 2pi to avoid negative angles. */
    float theta = atan(uv.y, uv.x) + M_2PI;
    float r = length(uv);

    radius /= circle_to_polygon_radius(dof_buf.bokeh_blades, theta - dof_buf.bokeh_rotation);

    float theta_new = circle_to_polygon_angle(dof_buf.bokeh_blades, theta);
    float r_new = circle_to_polygon_radius(dof_buf.bokeh_blades, theta_new);

    theta_new -= dof_buf.bokeh_rotation;

    uv = r_new * vec2(-cos(theta_new), sin(theta_new));

    {
      /* Slight focus distance */
      texel *= dof_buf.bokeh_anisotropic_scale_inv;
      float theta = atan(texel.y, -texel.x) + M_2PI;
      texel /= circle_to_polygon_radius(dof_buf.bokeh_blades, theta + dof_buf.bokeh_rotation);
    }
  }
  else {
    uv *= safe_rcp(length(uv));
  }

  /* For gather store the normalized UV. */
  out_gather_lut = uv;
  /* For scatter store distance. */
  out_scatter_lut = radius;
  /* For slight focus gather store pixel perfect distance. */
  out_resolve_lut = length(texel);
}