Welcome to mirror list, hosted at ThFree Co, Russian Federation.

effect_dof_vert.glsl « shaders « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 6e35d4a54ae855edcc3b2b6852eb5616d969896a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109

#pragma BLENDER_REQUIRE(common_math_lib.glsl)

uniform vec4 bokehParams[2];

#define bokeh_rotation bokehParams[0].x
#define bokeh_ratio bokehParams[0].y
#define bokeh_maxsize bokehParams[0].z

uniform sampler2D nearBuffer;
uniform sampler2D farBuffer;
uniform sampler2D cocBuffer;

flat out vec4 color;
flat out float weight;
flat out float smoothFac;
flat out ivec2 edge;
out vec2 particlecoord;

/* Scatter pass, calculate a triangle covering the CoC. */
void main()
{
  ivec2 tex_size = textureSize(cocBuffer, 0);
  /* We render to a double width texture so compute
   * the target texel size accordingly */
  vec2 texel_size = vec2(0.5, 1.0) / vec2(tex_size);

  int t_id = gl_VertexID / 3; /* Triangle Id */

  ivec2 texelco = ivec2(0);
  /* some math to get the target pixel */
  texelco.x = t_id % tex_size.x;
  texelco.y = t_id / tex_size.x;

  vec2 cocs = texelFetch(cocBuffer, texelco, 0).rg;

  bool is_near = (cocs.x > cocs.y);
  float coc = (is_near) ? cocs.x : cocs.y;

  /* Clamp to max size for performance */
  coc = min(coc, bokeh_maxsize);

  if (coc >= 1.0) {
    if (is_near) {
      color = texelFetch(nearBuffer, texelco, 0);
    }
    else {
      color = texelFetch(farBuffer, texelco, 0);
    }
    /* find the area the pixel will cover and divide the color by it */
    /* HACK: 4.0 out of nowhere (I suppose it's 4 pixels footprint for coc 0?)
     * Makes near in focus more closer to 1.0 alpha. */
    weight = 4.0 / (coc * coc * M_PI);
    color *= weight;

    /* Compute edge to discard fragment that does not belong to the other layer. */
    edge.x = (is_near) ? 1 : -1;
    edge.y = (is_near) ? -tex_size.x + 1 : tex_size.x;
  }
  else {
    /* Don't produce any fragments */
    color = vec4(0.0);
    gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
    return;
  }

  /* Generate Triangle : less memory fetches from a VBO */
  int v_id = gl_VertexID % 3; /* Vertex Id */

  /* Extend to cover at least the unit circle */
  const float extend = (cos(M_PI / 4.0) + 1.0) * 2.0;
  /* Crappy diagram
   * ex 1
   *    | \
   *    |   \
   *  1 |     \
   *    |       \
   *    |         \
   *  0 |     x     \
   *    |   Circle    \
   *    |   Origin      \
   * -1 0 --------------- 2
   *   -1     0     1     ex
   */
  gl_Position.x = float(v_id / 2) * extend - 1.0; /* int divisor round down */
  gl_Position.y = float(v_id % 2) * extend - 1.0;
  gl_Position.z = 0.0;
  gl_Position.w = 1.0;

  /* Generate Triangle */
  particlecoord = gl_Position.xy;

  gl_Position.xy *= coc * texel_size * vec2(bokeh_ratio, 1.0);
  gl_Position.xy -= 1.0 - 0.5 * texel_size; /* NDC Bottom left */
  gl_Position.xy += (0.5 + vec2(texelco) * 2.0) * texel_size;

  /* Push far plane to left side. */
  if (!is_near) {
    gl_Position.x += 2.0 / 2.0;
  }

  /* don't do smoothing for small sprites */
  if (coc > 3.0) {
    smoothFac = 1.0 - 1.5 / coc;
  }
  else {
    smoothFac = 1.0;
  }
}