/* 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[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); uv_interp = base_arr[gl_VertexIndex]; gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0); } /* 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 }