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/**
* Recombine Pass: Load separate convolution layer and composite with self
* slight defocus convolution and in-focus fields.
*
* The halfres gather methods are fast but lack precision for small CoC areas.
* To fix this we do a bruteforce gather to have a smooth transition between
* in-focus and defocus regions.
*/
#pragma BLENDER_REQUIRE(eevee_depth_of_field_accumulator_lib.glsl)
void main(void)
{
ivec2 tile_co = ivec2(gl_FragCoord.xy / float(DOF_TILE_DIVISOR));
CocTile coc_tile = dof_coc_tile_load(tiles_fg_tx, tiles_bg_tx, tile_co);
CocTilePrediction prediction = dof_coc_tile_prediction_get(coc_tile);
out_color = vec4(0.0);
float weight = 0.0;
vec4 layer_color;
float layer_weight;
vec2 uv_halfres = gl_FragCoord.xy / (2.0 * vec2(textureSize(color_bg_tx, 0)));
if (!no_holefill_pass && prediction.do_holefill) {
layer_color = textureLod(color_holefill_tx, uv_halfres, 0.0);
layer_weight = textureLod(weight_holefill_tx, uv_halfres, 0.0).r;
out_color = layer_color * safe_rcp(layer_weight);
weight = float(layer_weight > 0.0);
}
if (!no_background_pass && prediction.do_background) {
layer_color = textureLod(color_bg_tx, uv_halfres, 0.0);
layer_weight = textureLod(weight_bg_tx, uv_halfres, 0.0).r;
/* Always prefer background to holefill pass. */
layer_color *= safe_rcp(layer_weight);
layer_weight = float(layer_weight > 0.0);
/* Composite background. */
out_color = out_color * (1.0 - layer_weight) + layer_color;
weight = weight * (1.0 - layer_weight) + layer_weight;
/* Fill holes with the composited background. */
out_color *= safe_rcp(weight);
weight = float(weight > 0.0);
}
if (!no_slight_focus_pass && prediction.do_slight_focus) {
dof_slight_focus_gather(sampling_buf,
dof_buf,
depth_tx,
color_tx,
bokeh_lut_tx,
coc_tile.fg_slight_focus_max_coc,
layer_color,
layer_weight);
/* Composite slight defocus. */
out_color = out_color * (1.0 - layer_weight) + layer_color;
weight = weight * (1.0 - layer_weight) + layer_weight;
}
if (!no_focus_pass && prediction.do_focus) {
layer_color = safe_color(textureLod(color_tx, uvcoordsvar.xy, 0.0));
layer_weight = 1.0;
/* Composite in focus. */
out_color = out_color * (1.0 - layer_weight) + layer_color;
weight = weight * (1.0 - layer_weight) + layer_weight;
}
if (!no_foreground_pass && prediction.do_foreground) {
layer_color = textureLod(color_fg_tx, uv_halfres, 0.0);
layer_weight = textureLod(weight_fg_tx, uv_halfres, 0.0).r;
/* Composite foreground. */
out_color = out_color * (1.0 - layer_weight) + layer_color;
}
/* Fix float precision issue in alpha compositing. */
if (out_color.a > 0.99) {
out_color.a = 1.0;
}
if (debug_resolve_perf && coc_tile.fg_slight_focus_max_coc >= 0.5) {
out_color.rgb *= vec3(1.0, 0.1, 0.1);
}
}
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