fff4240bb4
Also temporarily disable multicheck build so that we get a full build even when there are style issues on Vulkan. Fixes #33356.
278 lines
9.2 KiB
GLSL
278 lines
9.2 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 "blur_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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if (bool(blur.flags & FLAG_USE_BLUR_SECTION)) {
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uv_interp = blur.section.xy + uv_interp * blur.section.zw;
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}
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gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
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if (bool(blur.flags & FLAG_FLIP_Y)) {
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uv_interp.y = 1.0 - uv_interp.y;
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}
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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 "blur_inc.glsl"
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layout(location = 0) in vec2 uv_interp;
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/* clang-format on */
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layout(set = 0, binding = 0) uniform sampler2D source_color;
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#ifdef MODE_SSAO_MERGE
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layout(set = 1, binding = 0) uniform sampler2D source_ssao;
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#endif
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#ifdef GLOW_USE_AUTO_EXPOSURE
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layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
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#endif
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layout(location = 0) out vec4 frag_color;
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//DOF
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#if defined(MODE_DOF_FAR_BLUR) || defined(MODE_DOF_NEAR_BLUR)
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layout(set = 1, binding = 0) uniform sampler2D dof_source_depth;
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#ifdef DOF_NEAR_BLUR_MERGE
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layout(set = 2, binding = 0) uniform sampler2D source_dof_original;
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#endif
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#ifdef DOF_QUALITY_LOW
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const int dof_kernel_size = 5;
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const int dof_kernel_from = 2;
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const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388);
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#endif
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#ifdef DOF_QUALITY_MEDIUM
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const int dof_kernel_size = 11;
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const int dof_kernel_from = 5;
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const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037);
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#endif
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#ifdef DOF_QUALITY_HIGH
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const int dof_kernel_size = 21;
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const int dof_kernel_from = 10;
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const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174);
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#endif
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#endif
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void main() {
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#ifdef MODE_MIPMAP
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vec2 pix_size = blur.pixel_size;
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vec4 color = texture(source_color, uv_interp + vec2(-0.5, -0.5) * pix_size);
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color += texture(source_color, uv_interp + vec2(0.5, -0.5) * pix_size);
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color += texture(source_color, uv_interp + vec2(0.5, 0.5) * pix_size);
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color += texture(source_color, uv_interp + vec2(-0.5, 0.5) * pix_size);
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frag_color = color / 4.0;
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#endif
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#ifdef MODE_GAUSSIAN_BLUR
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//Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
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if (bool(blur.flags & FLAG_HORIZONTAL)) {
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vec2 pix_size = blur.pixel_size;
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pix_size *= 0.5; //reading from larger buffer, so use more samples
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vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.214607;
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color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879;
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color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514;
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color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303;
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color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879;
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color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514;
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color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303;
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frag_color = color;
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} else {
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vec2 pix_size = blur.pixel_size;
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vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774;
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color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477;
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color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136;
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color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477;
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color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136;
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frag_color = color;
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}
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#endif
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#ifdef MODE_GAUSSIAN_GLOW
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//Glow uses larger sigma 1 for a more rounded blur effect
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if (bool(blur.flags & FLAG_HORIZONTAL)) {
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vec2 pix_size = blur.pixel_size;
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pix_size *= 0.5; //reading from larger buffer, so use more samples
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vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
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color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.165569;
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color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.140367;
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color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.106595;
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color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.165569;
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color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.140367;
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color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.106595;
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color *= blur.glow_strength;
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frag_color = color;
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} else {
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vec2 pix_size = blur.pixel_size;
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vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
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color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.233062;
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color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.122581;
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color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.233062;
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color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.122581;
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color *= blur.glow_strength;
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frag_color = color;
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}
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if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
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#ifdef GLOW_USE_AUTO_EXPOSURE
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frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
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#endif
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frag_color *= blur.glow_exposure;
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float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
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float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
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frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap));
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}
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#endif
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#ifdef MODE_DOF_FAR_BLUR
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vec4 color_accum = vec4(0.0);
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float depth = texture(dof_source_depth, uv_interp, 0.0).r;
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depth = depth * 2.0 - 1.0;
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if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
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depth = ((depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
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} else {
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depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - depth * (blur.camera_z_far - blur.camera_z_near));
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}
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float amount = smoothstep(blur.dof_begin, blur.dof_end, depth);
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float k_accum = 0.0;
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for (int i = 0; i < dof_kernel_size; i++) {
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int int_ofs = i - dof_kernel_from;
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vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * amount * blur.dof_radius;
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float tap_k = dof_kernel[i];
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float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
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tap_depth = tap_depth * 2.0 - 1.0;
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if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
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tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
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} else {
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tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near));
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}
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float tap_amount = mix(smoothstep(blur.dof_begin, blur.dof_end, tap_depth), 1.0, int_ofs == 0);
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tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
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vec4 tap_color = texture(source_color, tap_uv, 0.0) * tap_k;
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k_accum += tap_k * tap_amount;
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color_accum += tap_color * tap_amount;
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}
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if (k_accum > 0.0) {
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color_accum /= k_accum;
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}
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frag_color = color_accum; ///k_accum;
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#endif
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#ifdef MODE_DOF_NEAR_BLUR
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vec4 color_accum = vec4(0.0);
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float max_accum = 0.0;
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for (int i = 0; i < dof_kernel_size; i++) {
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int int_ofs = i - dof_kernel_from;
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vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * blur.dof_radius;
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float ofs_influence = max(0.0, 1.0 - float(abs(int_ofs)) / float(dof_kernel_from));
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float tap_k = dof_kernel[i];
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vec4 tap_color = texture(source_color, tap_uv, 0.0);
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float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
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tap_depth = tap_depth * 2.0 - 1.0;
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if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
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tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
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} else {
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tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near));
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}
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float tap_amount = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth);
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tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
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if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) {
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tap_color.a = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth);
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}
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max_accum = max(max_accum, tap_amount * ofs_influence);
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color_accum += tap_color * tap_k;
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}
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color_accum.a = max(color_accum.a, sqrt(max_accum));
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#ifdef DOF_NEAR_BLUR_MERGE
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{
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vec4 original = texture(source_dof_original, uv_interp, 0.0);
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color_accum = mix(original, color_accum, color_accum.a);
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}
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#endif
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if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) {
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frag_color = color_accum;
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}
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#endif
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#ifdef MODE_SIMPLE_COPY
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vec4 color = texture(source_color, uv_interp, 0.0);
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frag_color = color;
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#endif
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#ifdef MODE_SSAO_MERGE
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vec4 color = texture(source_color, uv_interp, 0.0);
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float ssao = texture(source_ssao, uv_interp, 0.0).r;
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frag_color = vec4(mix(color.rgb, color.rgb * mix(blur.ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0);
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#endif
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}
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