d3b49c416a
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
251 lines
6.1 KiB
GLSL
251 lines
6.1 KiB
GLSL
#[compute]
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#version 450
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#VERSION_DEFINES
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#define BLOCK_SIZE 8
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layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
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#ifdef MODE_GEN_BLUR_SIZE
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layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
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layout(set = 1, binding = 0) uniform sampler2D source_depth;
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#endif
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#if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL) || defined(MODE_BOKEH_CIRCULAR)
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layout(set = 1, binding = 0) uniform sampler2D color_texture;
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layout(rgba16f, set = 0, binding = 0) uniform restrict writeonly image2D bokeh_image;
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#endif
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#ifdef MODE_COMPOSITE_BOKEH
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layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
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layout(set = 1, binding = 0) uniform sampler2D source_bokeh;
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#endif
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// based on https://www.shadertoy.com/view/Xd3GDl
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layout(push_constant, binding = 1, std430) uniform Params {
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ivec2 size;
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float z_far;
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float z_near;
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bool orthogonal;
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float blur_size;
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float blur_scale;
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int blur_steps;
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bool blur_near_active;
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float blur_near_begin;
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float blur_near_end;
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bool blur_far_active;
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float blur_far_begin;
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float blur_far_end;
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bool second_pass;
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bool half_size;
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bool use_jitter;
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float jitter_seed;
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uint pad[2];
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}
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params;
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//used to work around downsampling filter
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#define DEPTH_GAP 0.0
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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;
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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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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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if (params.blur_far_active && depth > params.blur_far_begin) {
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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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return 0.0;
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}
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#endif
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const float GOLDEN_ANGLE = 2.39996323;
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//note: uniform pdf rand [0;1[
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float hash12n(vec2 p) {
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p = fract(p * vec2(5.3987, 5.4421));
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p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
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return fract(p.x * p.y * 95.4307);
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}
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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(color_texture, uv);
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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(color_texture, suv);
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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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ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
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if (any(greaterThan(pos, params.size))) { //too large, do nothing
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return;
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}
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vec2 pixel_size = 1.0 / vec2(params.size);
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vec2 uv = vec2(pos) / vec2(params.size);
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#ifdef MODE_GEN_BLUR_SIZE
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uv += pixel_size * 0.5;
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//precompute size in alpha channel
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float depth = get_depth_at_pos(uv);
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float size = get_blur_size(depth);
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vec4 color = imageLoad(color_image, pos);
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color.a = size;
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imageStore(color_image, pos, color);
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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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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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imageStore(bokeh_image, pos, color);
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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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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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imageStore(bokeh_image, pos, color);
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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(color_texture, uv);
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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 suv = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
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vec4 sample_color = texture(color_texture, suv);
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float sample_size = abs(sample_color.a);
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if (sample_color.a > color.a) {
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sample_size = clamp(sample_size, 0.0, abs(color.a) * 2.0);
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}
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float m = smoothstep(radius - 0.5, radius + 0.5, sample_size);
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color += mix(color / 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;
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imageStore(bokeh_image, pos, color);
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#endif
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#ifdef MODE_COMPOSITE_BOKEH
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uv += pixel_size * 0.5;
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vec4 color = imageLoad(color_image, pos);
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vec4 bokeh = texture(source_bokeh, uv);
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float mix_amount;
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if (bokeh.a < color.a) {
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mix_amount = min(1.0, max(0.0, max(abs(color.a), abs(bokeh.a)) - DEPTH_GAP));
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} else {
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mix_amount = min(1.0, max(0.0, abs(color.a) - DEPTH_GAP));
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}
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color.rgb = mix(color.rgb, bokeh.rgb, mix_amount); //blend between hires and lowres
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color.a = 0; //reset alpha
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imageStore(color_image, pos, color);
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#endif
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}
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