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
|
/**
* Holefill pass: Gather background parts where foreground is present.
*
* Using the min&max CoC tile buffer, we select the best apropriate method to blur the scene color.
* A fast gather path is taken if there is not many CoC variation inside the tile.
*
* We sample using an octaweb sampling pattern. We randomize the kernel center and each ring
* rotation to ensure maximum coverage.
**/
#pragma BLENDER_REQUIRE(eevee_depth_of_field_accumulator_lib.glsl)
void main()
{
ivec2 tile_co = ivec2(gl_GlobalInvocationID.xy / DOF_TILES_SIZE);
CocTile coc_tile = dof_coc_tile_load(in_tiles_fg_img, in_tiles_bg_img, tile_co);
CocTilePrediction prediction = dof_coc_tile_prediction_get(coc_tile);
float base_radius = -coc_tile.fg_min_coc;
float min_radius = -coc_tile.fg_max_coc;
float min_intersectable_radius = dof_tile_large_coc;
bool can_early_out = !prediction.do_hole_fill;
bool do_fast_gather = dof_do_fast_gather(base_radius, min_radius, is_foreground);
/* Gather at half resolution. Divide CoC by 2. */
base_radius *= 0.5;
min_intersectable_radius *= 0.5;
bool do_density_change = dof_do_density_change(base_radius, min_intersectable_radius);
vec4 out_color = vec4(0.0);
float out_weight = 0.0;
vec2 unused_occlusion = vec2(0.0, 0.0);
if (can_early_out) {
/* Early out. */
}
else if (do_fast_gather) {
dof_gather_accumulator(color_tx,
color_bilinear_tx,
coc_tx,
coc_tx,
base_radius,
min_intersectable_radius,
true,
false,
out_color,
out_weight,
unused_occlusion);
}
else {
dof_gather_accumulator(color_tx,
color_bilinear_tx,
coc_tx,
coc_tx,
base_radius,
min_intersectable_radius,
false,
false,
out_color,
out_weight,
unused_occlusion);
}
ivec2 out_texel = ivec2(gl_GlobalInvocationID.xy);
imageStore(out_color_img, out_texel, out_color);
imageStore(out_weight_img, out_texel, vec4(out_weight));
}
|