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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.
*
* Input:
* Full-resolution color & depth buffer
* Output:
* Half-resolution Color, signed CoC (out_coc.x), and max slight focus abs CoC (out_coc.y).
**/
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl)
void main()
{
vec2 fullres_texel_size = 1.0 / vec2(textureSize(color_tx, 0).xy);
/* Center uv around the 4 fullres pixels. */
vec2 quad_center = vec2(gl_GlobalInvocationID.xy * 2 + 1) * fullres_texel_size;
vec4 colors[4];
vec4 cocs;
for (int i = 0; i < 4; i++) {
vec2 sample_uv = quad_center + quad_offsets[i] * fullres_texel_size;
/* NOTE: We use samplers without filtering. */
colors[i] = safe_color(textureLod(color_tx, sample_uv, 0.0));
cocs[i] = dof_coc_from_depth(dof_buf, sample_uv, textureLod(depth_tx, sample_uv, 0.0).r);
}
cocs = clamp(cocs, -dof_buf.coc_abs_max, dof_buf.coc_abs_max);
vec4 weights = dof_bilateral_coc_weights(cocs);
weights *= dof_bilateral_color_weights(colors);
/* Normalize so that the sum is 1. */
weights *= safe_rcp(sum(weights));
ivec2 out_texel = ivec2(gl_GlobalInvocationID.xy);
vec4 out_color = weighted_sum_array(colors, weights);
imageStore(out_color_img, out_texel, out_color);
float out_coc = dot(cocs, weights);
imageStore(out_coc_img, out_texel, vec4(out_coc));
}
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