virtualx-engine/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.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

267 lines
6.8 KiB
GLSL

/* 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;
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);
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
}