godot/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl

264 lines
6.8 KiB
GLSL

/* clang-format off */
#[vertex]
#version 450
#VERSION_DEFINES
#include "bokeh_dof_inc.glsl"
layout(location = 0) out vec2 uv_interp;
/* clang-format on */
void main() {
vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
}
/* clang-format off */
#[fragment]
#version 450
#VERSION_DEFINES
#include "bokeh_dof_inc.glsl"
layout(location = 0) in vec2 uv_interp;
/* clang-format on */
#ifdef MODE_GEN_BLUR_SIZE
layout(location = 0) out float weight;
layout(set = 0, binding = 0) uniform sampler2D source_depth;
#else
layout(location = 0) out vec4 frag_color;
#ifdef OUTPUT_WEIGHT
layout(location = 1) out float weight;
#endif
layout(set = 0, binding = 0) uniform sampler2D source_color;
layout(set = 1, binding = 0) uniform sampler2D source_weight;
#ifdef MODE_COMPOSITE_BOKEH
layout(set = 2, binding = 0) uniform sampler2D original_weight;
#endif
#endif
//DOF
// Bokeh single pass implementation based on https://tuxedolabs.blogspot.com/2018/05/bokeh-depth-of-field-in-single-pass.html
#ifdef MODE_GEN_BLUR_SIZE
float get_depth_at_pos(vec2 uv) {
float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
}
return depth;
}
float get_blur_size(float depth) {
if (params.blur_near_active && depth < params.blur_near_begin) {
if (params.use_physical_near) {
// Physically-based.
float d = abs(params.blur_near_begin - depth);
return -(d / (params.blur_near_begin - d)) * params.blur_size_near - DEPTH_GAP; // Near blur is negative.
} else {
// Non-physically-based.
return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; // Near blur is negative.
}
}
if (params.blur_far_active && depth > params.blur_far_begin) {
if (params.use_physical_far) {
// Physically-based.
float d = abs(params.blur_far_begin - depth);
return (d / (params.blur_far_begin + d)) * params.blur_size_far + DEPTH_GAP;
} else {
// Non-physically-based.
return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
}
}
return 0.0;
}
#endif
#if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL)
vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) {
dir *= pixel_size;
vec4 color = texture(source_color, uv);
color.a = texture(source_weight, uv).r;
vec4 accum = color;
float total = 1.0;
float blur_scale = params.blur_size / float(params.blur_steps);
if (params.use_jitter) {
uv += dir * (hash12n(uv + params.jitter_seed) - 0.5);
}
for (int i = -params.blur_steps; i <= params.blur_steps; i++) {
if (i == 0) {
continue;
}
float radius = float(i) * blur_scale;
vec2 suv = uv + dir * radius;
radius = abs(radius);
vec4 sample_color = texture(source_color, suv);
sample_color.a = texture(source_weight, suv).r;
float limit;
if (sample_color.a < color.a) {
limit = abs(sample_color.a);
} else {
limit = abs(color.a);
}
limit -= DEPTH_GAP;
float m = smoothstep(radius - 0.5, radius + 0.5, limit);
accum += mix(color, sample_color, m);
total += 1.0;
}
return accum / total;
}
#endif
void main() {
vec2 pixel_size = 1.0 / vec2(params.size);
vec2 uv = uv_interp;
#ifdef MODE_GEN_BLUR_SIZE
uv += pixel_size * 0.5;
float center_depth = get_depth_at_pos(uv);
weight = get_blur_size(center_depth);
#endif
#ifdef MODE_BOKEH_BOX
//pixel_size*=0.5; //resolution is doubled
if (params.second_pass || !params.half_size) {
uv += pixel_size * 0.5; //half pixel to read centers
} else {
uv += pixel_size * 0.25; //half pixel to read centers from full res
}
float alpha = texture(source_color, uv).a; // retain this
vec2 dir = (params.second_pass ? vec2(0.0, 1.0) : vec2(1.0, 0.0));
vec4 color = weighted_filter_dir(dir, uv, pixel_size);
frag_color = color;
frag_color.a = alpha; // attempt to retain this in case we have a transparent background, ignored if half_size
#ifdef OUTPUT_WEIGHT
weight = color.a;
#endif
#endif
#ifdef MODE_BOKEH_HEXAGONAL
//pixel_size*=0.5; //resolution is doubled
if (params.second_pass || !params.half_size) {
uv += pixel_size * 0.5; //half pixel to read centers
} else {
uv += pixel_size * 0.25; //half pixel to read centers from full res
}
float alpha = texture(source_color, uv).a; // retain this
vec2 dir = (params.second_pass ? normalize(vec2(1.0, 0.577350269189626)) : vec2(0.0, 1.0));
vec4 color = weighted_filter_dir(dir, uv, pixel_size);
if (params.second_pass) {
dir = normalize(vec2(-1.0, 0.577350269189626));
vec4 color2 = weighted_filter_dir(dir, uv, pixel_size);
color.rgb = min(color.rgb, color2.rgb);
color.a = (color.a + color2.a) * 0.5;
}
frag_color = color;
frag_color.a = alpha; // attempt to retain this in case we have a transparent background, ignored if half_size
#ifdef OUTPUT_WEIGHT
weight = color.a;
#endif
#endif
#ifdef MODE_BOKEH_CIRCULAR
if (params.half_size) {
pixel_size *= 0.5; //resolution is doubled
}
uv += pixel_size * 0.5; //half pixel to read centers
vec4 color = texture(source_color, uv);
float alpha = color.a; // retain this
color.a = texture(source_weight, uv).r;
vec4 color_accum = color;
float accum = 1.0;
float radius = params.blur_scale;
for (float ang = 0.0; radius < params.blur_size; ang += GOLDEN_ANGLE) {
vec2 uv_adj = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
vec4 sample_color = texture(source_color, uv_adj);
sample_color.a = texture(source_weight, uv_adj).r;
float limit = abs(sample_color.a);
if (sample_color.a > color.a) {
limit = clamp(limit, 0.0, abs(color.a) * 2.0);
}
limit -= DEPTH_GAP;
float m = smoothstep(radius - 0.5, radius + 0.5, limit);
color_accum += mix(color_accum / accum, sample_color, m);
accum += 1.0;
radius += params.blur_scale / radius;
}
color_accum = color_accum / accum;
frag_color.rgb = color_accum.rgb;
frag_color.a = alpha; // attempt to retain this in case we have a transparent background, ignored if half_size
#ifdef OUTPUT_WEIGHT
weight = color_accum.a;
#endif
#endif
#ifdef MODE_COMPOSITE_BOKEH
frag_color.rgb = texture(source_color, uv).rgb;
float center_weigth = texture(source_weight, uv).r;
float sample_weight = texture(original_weight, uv).r;
float mix_amount;
if (sample_weight < center_weigth) {
mix_amount = min(1.0, max(0.0, max(abs(center_weigth), abs(sample_weight)) - DEPTH_GAP));
} else {
mix_amount = min(1.0, max(0.0, abs(center_weigth) - DEPTH_GAP));
}
// let alpha blending take care of mixing
frag_color.a = mix_amount;
#endif
}