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/**
* 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.
*/
#pragma BLENDER_REQUIRE(effect_dof_lib.glsl)
/* Full resolution. */
uniform sampler2D colorBuffer;
uniform sampler2D depthBuffer;
uniform float bokehMaxSize;
/* Half resolution. */
layout(location = 0) out vec4 outColor;
layout(location = 1) out vec2 outCoc; /* x: Downsample CoC, y: Max slight focus abs CoC */
void main()
{
vec2 fullres_texel_size = 1.0 / vec2(textureSize(colorBuffer, 0).xy);
/* Center uv around the 4 fullres pixels. */
vec2 quad_center = (floor(gl_FragCoord.xy) * 2.0 + 1.0) * fullres_texel_size;
vec4 colors[4];
vec4 depths;
for (int i = 0; i < 4; i++) {
vec2 sample_uv = quad_center + quad_offsets[i] * fullres_texel_size;
colors[i] = safe_color(textureLod(colorBuffer, sample_uv, 0.0));
depths[i] = textureLod(depthBuffer, sample_uv, 0.0).r;
}
vec4 cocs = dof_coc_from_zdepth(depths);
cocs = clamp(cocs, -bokehMaxSize, bokehMaxSize);
vec4 weights = dof_downsample_bilateral_coc_weights(cocs);
weights *= dof_downsample_bilateral_color_weights(colors);
/* Normalize so that the sum is 1. */
weights *= safe_rcp(sum(weights));
outColor = weighted_sum_array(colors, weights);
outCoc.x = dot(cocs, weights);
/* Max slight focus abs CoC. */
/* Clamp to 0.5 if full in defocus to differentiate full focus tiles with coc == 0.0.
* This enables an optimization in the resolve pass. */
const vec4 threshold = vec4(layer_threshold + layer_offset);
cocs = abs(cocs);
bvec4 defocus = greaterThan(cocs, threshold);
bvec4 focus = lessThanEqual(cocs, vec4(0.5));
if (any(defocus) && any(focus)) {
/* For the same reason as in the flatten pass. This is a case we cannot optimize for. */
cocs = mix(cocs, vec4(DOF_TILE_MIXED), focus);
cocs = mix(cocs, vec4(DOF_TILE_MIXED), defocus);
}
else {
cocs = mix(cocs, vec4(DOF_TILE_FOCUS), focus);
cocs = mix(cocs, vec4(DOF_TILE_DEFOCUS), defocus);
}
outCoc.y = max_v4(cocs);
}
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