godot/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
clayjohn 385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00

230 lines
5.9 KiB
GLSL

#[compute]
#version 450
#VERSION_DEFINES
#define BLOCK_SIZE 8
layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
#ifdef MODE_GEN_BLUR_SIZE
layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
layout(set = 1, binding = 0) uniform sampler2D source_depth;
#endif
#if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL) || defined(MODE_BOKEH_CIRCULAR)
layout(set = 1, binding = 0) uniform sampler2D color_texture;
layout(rgba16f, set = 0, binding = 0) uniform restrict writeonly image2D bokeh_image;
#endif
#ifdef MODE_COMPOSITE_BOKEH
layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
layout(set = 1, binding = 0) uniform sampler2D source_bokeh;
#endif
// based on https://www.shadertoy.com/view/Xd3GDl
#include "bokeh_dof_inc.glsl"
#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(color_texture, uv);
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(color_texture, suv);
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() {
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(pos, params.size))) { //too large, do nothing
return;
}
vec2 pixel_size = 1.0 / vec2(params.size);
vec2 uv = vec2(pos) / vec2(params.size);
#ifdef MODE_GEN_BLUR_SIZE
uv += pixel_size * 0.5;
//precompute size in alpha channel
float depth = get_depth_at_pos(uv);
float size = get_blur_size(depth);
vec4 color = imageLoad(color_image, pos);
color.a = size;
imageStore(color_image, pos, color);
#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
}
vec2 dir = (params.second_pass ? vec2(0.0, 1.0) : vec2(1.0, 0.0));
vec4 color = weighted_filter_dir(dir, uv, pixel_size);
imageStore(bokeh_image, pos, color);
#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
}
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;
}
imageStore(bokeh_image, pos, color);
#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(color_texture, uv);
float accum = 1.0;
float radius = params.blur_scale;
for (float ang = 0.0; radius < params.blur_size; ang += GOLDEN_ANGLE) {
vec2 suv = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
vec4 sample_color = texture(color_texture, suv);
float sample_size = abs(sample_color.a);
if (sample_color.a > color.a) {
sample_size = clamp(sample_size, 0.0, abs(color.a) * 2.0);
}
float m = smoothstep(radius - 0.5, radius + 0.5, sample_size);
color += mix(color / accum, sample_color, m);
accum += 1.0;
radius += params.blur_scale / radius;
}
color /= accum;
imageStore(bokeh_image, pos, color);
#endif
#ifdef MODE_COMPOSITE_BOKEH
uv += pixel_size * 0.5;
vec4 color = imageLoad(color_image, pos);
vec4 bokeh = texture(source_bokeh, uv);
float mix_amount;
if (bokeh.a < color.a) {
mix_amount = min(1.0, max(0.0, max(abs(color.a), abs(bokeh.a)) - DEPTH_GAP));
} else {
mix_amount = min(1.0, max(0.0, abs(color.a) - DEPTH_GAP));
}
color.rgb = mix(color.rgb, bokeh.rgb, mix_amount); //blend between hires and lowres
color.a = 0; //reset alpha
imageStore(color_image, pos, color);
#endif
}