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/**
* 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 = (floor(gl_FragCoord.xy) * 2.0 + 1.0) * 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));
out_color = weighted_sum_array(colors, weights);
}
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