265 lines
6.8 KiB
GLSL
265 lines
6.8 KiB
GLSL
/* clang-format off */
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#[vertex]
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#version 450
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#VERSION_DEFINES
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#include "bokeh_dof_inc.glsl"
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layout(location = 0) out vec2 uv_interp;
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/* clang-format on */
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void main() {
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vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
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uv_interp = base_arr[gl_VertexIndex];
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gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
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}
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/* clang-format off */
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#[fragment]
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#version 450
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#VERSION_DEFINES
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#include "bokeh_dof_inc.glsl"
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layout(location = 0) in vec2 uv_interp;
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/* clang-format on */
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#ifdef MODE_GEN_BLUR_SIZE
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layout(location = 0) out float weight;
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layout(set = 0, binding = 0) uniform sampler2D source_depth;
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#else
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layout(location = 0) out vec4 frag_color;
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#ifdef OUTPUT_WEIGHT
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layout(location = 1) out float weight;
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#endif
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layout(set = 0, binding = 0) uniform sampler2D source_color;
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layout(set = 1, binding = 0) uniform sampler2D source_weight;
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#ifdef MODE_COMPOSITE_BOKEH
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layout(set = 2, binding = 0) uniform sampler2D original_weight;
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#endif
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#endif
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//DOF
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// Bokeh single pass implementation based on https://tuxedolabs.blogspot.com/2018/05/bokeh-depth-of-field-in-single-pass.html
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#ifdef MODE_GEN_BLUR_SIZE
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float get_depth_at_pos(vec2 uv) {
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float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0;
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if (params.orthogonal) {
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depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
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} else {
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depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
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}
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return depth;
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}
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float get_blur_size(float depth) {
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if (params.blur_near_active && depth < params.blur_near_begin) {
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if (params.use_physical_near) {
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// Physically-based.
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float d = abs(params.blur_near_begin - depth);
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return -(d / (params.blur_near_begin - d)) * params.blur_size_near - DEPTH_GAP; // Near blur is negative.
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} else {
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// Non-physically-based.
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return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; // Near blur is negative.
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}
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}
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if (params.blur_far_active && depth > params.blur_far_begin) {
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if (params.use_physical_far) {
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// Physically-based.
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float d = abs(params.blur_far_begin - depth);
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return (d / (params.blur_far_begin + d)) * params.blur_size_far + DEPTH_GAP;
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} else {
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// Non-physically-based.
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return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
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}
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}
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return 0.0;
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}
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#endif
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#if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL)
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vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) {
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dir *= pixel_size;
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vec4 color = texture(source_color, uv);
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color.a = texture(source_weight, uv).r;
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vec4 accum = color;
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float total = 1.0;
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float blur_scale = params.blur_size / float(params.blur_steps);
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if (params.use_jitter) {
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uv += dir * (hash12n(uv + params.jitter_seed) - 0.5);
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}
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for (int i = -params.blur_steps; i <= params.blur_steps; i++) {
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if (i == 0) {
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continue;
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}
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float radius = float(i) * blur_scale;
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vec2 suv = uv + dir * radius;
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radius = abs(radius);
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vec4 sample_color = texture(source_color, suv);
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sample_color.a = texture(source_weight, suv).r;
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float limit;
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if (sample_color.a < color.a) {
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limit = abs(sample_color.a);
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} else {
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limit = abs(color.a);
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}
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limit -= DEPTH_GAP;
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float m = smoothstep(radius - 0.5, radius + 0.5, limit);
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accum += mix(color, sample_color, m);
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total += 1.0;
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}
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return accum / total;
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}
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#endif
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void main() {
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vec2 pixel_size = 1.0 / vec2(params.size);
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vec2 uv = uv_interp;
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#ifdef MODE_GEN_BLUR_SIZE
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uv += pixel_size * 0.5;
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float center_depth = get_depth_at_pos(uv);
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weight = get_blur_size(center_depth);
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#endif
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#ifdef MODE_BOKEH_BOX
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//pixel_size*=0.5; //resolution is doubled
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if (params.second_pass || !params.half_size) {
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uv += pixel_size * 0.5; //half pixel to read centers
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} else {
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uv += pixel_size * 0.25; //half pixel to read centers from full res
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}
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float alpha = texture(source_color, uv).a; // retain this
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vec2 dir = (params.second_pass ? vec2(0.0, 1.0) : vec2(1.0, 0.0));
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vec4 color = weighted_filter_dir(dir, uv, pixel_size);
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frag_color = color;
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frag_color.a = alpha; // attempt to retain this in case we have a transparent background, ignored if half_size
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#ifdef OUTPUT_WEIGHT
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weight = color.a;
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#endif
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#endif
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#ifdef MODE_BOKEH_HEXAGONAL
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//pixel_size*=0.5; //resolution is doubled
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if (params.second_pass || !params.half_size) {
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uv += pixel_size * 0.5; //half pixel to read centers
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} else {
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uv += pixel_size * 0.25; //half pixel to read centers from full res
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}
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float alpha = texture(source_color, uv).a; // retain this
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vec2 dir = (params.second_pass ? normalize(vec2(1.0, 0.577350269189626)) : vec2(0.0, 1.0));
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vec4 color = weighted_filter_dir(dir, uv, pixel_size);
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if (params.second_pass) {
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dir = normalize(vec2(-1.0, 0.577350269189626));
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vec4 color2 = weighted_filter_dir(dir, uv, pixel_size);
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color.rgb = min(color.rgb, color2.rgb);
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color.a = (color.a + color2.a) * 0.5;
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}
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frag_color = color;
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frag_color.a = alpha; // attempt to retain this in case we have a transparent background, ignored if half_size
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#ifdef OUTPUT_WEIGHT
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weight = color.a;
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#endif
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#endif
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#ifdef MODE_BOKEH_CIRCULAR
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if (params.half_size) {
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pixel_size *= 0.5; //resolution is doubled
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}
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uv += pixel_size * 0.5; //half pixel to read centers
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vec4 color = texture(source_color, uv);
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float alpha = color.a; // retain this
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color.a = texture(source_weight, uv).r;
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vec4 color_accum = color;
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float accum = 1.0;
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float radius = params.blur_scale;
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for (float ang = 0.0; radius < params.blur_size; ang += GOLDEN_ANGLE) {
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vec2 uv_adj = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
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vec4 sample_color = texture(source_color, uv_adj);
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sample_color.a = texture(source_weight, uv_adj).r;
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float limit = abs(sample_color.a);
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if (sample_color.a > color.a) {
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limit = clamp(limit, 0.0, abs(color.a) * 2.0);
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}
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limit -= DEPTH_GAP;
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float m = smoothstep(radius - 0.5, radius + 0.5, limit);
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color_accum += mix(color_accum / accum, sample_color, m);
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accum += 1.0;
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radius += params.blur_scale / radius;
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}
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color_accum = color_accum / accum;
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frag_color.rgb = color_accum.rgb;
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frag_color.a = alpha; // attempt to retain this in case we have a transparent background, ignored if half_size
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#ifdef OUTPUT_WEIGHT
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weight = color_accum.a;
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#endif
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#endif
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#ifdef MODE_COMPOSITE_BOKEH
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frag_color.rgb = texture(source_color, uv).rgb;
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float center_weigth = texture(source_weight, uv).r;
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float sample_weight = texture(original_weight, uv).r;
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float mix_amount;
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if (sample_weight < center_weigth) {
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mix_amount = min(1.0, max(0.0, max(abs(center_weigth), abs(sample_weight)) - DEPTH_GAP));
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} else {
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mix_amount = min(1.0, max(0.0, abs(center_weigth) - DEPTH_GAP));
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}
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// let alpha blending take care of mixing
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frag_color.a = mix_amount;
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#endif
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}
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