385ee5c70b
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.
267 lines
6.8 KiB
GLSL
267 lines
6.8 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 "bokeh_dof_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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gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
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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 "bokeh_dof_inc.glsl"
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layout(location = 0) in vec2 uv_interp;
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/* clang-format on */
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#ifdef MODE_GEN_BLUR_SIZE
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layout(location = 0) out float weight;
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layout(set = 0, binding = 0) uniform sampler2D source_depth;
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#else
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layout(location = 0) out vec4 frag_color;
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#ifdef OUTPUT_WEIGHT
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layout(location = 1) out float weight;
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#endif
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layout(set = 0, binding = 0) uniform sampler2D source_color;
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layout(set = 1, binding = 0) uniform sampler2D source_weight;
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#ifdef MODE_COMPOSITE_BOKEH
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layout(set = 2, binding = 0) uniform sampler2D original_weight;
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#endif
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#endif
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//DOF
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// Bokeh single pass implementation based on https://tuxedolabs.blogspot.com/2018/05/bokeh-depth-of-field-in-single-pass.html
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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 * 2.0 - 1.0;
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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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if (params.use_physical_near) {
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// Physically-based.
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float d = abs(params.blur_near_begin - depth);
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return -(d / (params.blur_near_begin - d)) * params.blur_size_near - DEPTH_GAP; // Near blur is negative.
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} else {
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// Non-physically-based.
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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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}
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if (params.blur_far_active && depth > params.blur_far_begin) {
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if (params.use_physical_far) {
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// Physically-based.
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float d = abs(params.blur_far_begin - depth);
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return (d / (params.blur_far_begin + d)) * params.blur_size_far + DEPTH_GAP;
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} else {
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// Non-physically-based.
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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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}
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return 0.0;
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}
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#endif
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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(source_color, uv);
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color.a = texture(source_weight, uv).r;
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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(source_color, suv);
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sample_color.a = texture(source_weight, suv).r;
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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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vec2 pixel_size = 1.0 / vec2(params.size);
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vec2 uv = uv_interp;
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#ifdef MODE_GEN_BLUR_SIZE
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uv += pixel_size * 0.5;
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float center_depth = get_depth_at_pos(uv);
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weight = get_blur_size(center_depth);
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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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float alpha = texture(source_color, uv).a; // retain this
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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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frag_color = color;
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frag_color.a = alpha; // attempt to retain this in case we have a transparent background, ignored if half_size
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#ifdef OUTPUT_WEIGHT
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weight = color.a;
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#endif
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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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float alpha = texture(source_color, uv).a; // retain this
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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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frag_color = color;
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frag_color.a = alpha; // attempt to retain this in case we have a transparent background, ignored if half_size
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#ifdef OUTPUT_WEIGHT
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weight = color.a;
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#endif
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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(source_color, uv);
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float alpha = color.a; // retain this
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color.a = texture(source_weight, uv).r;
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vec4 color_accum = color;
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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 uv_adj = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
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vec4 sample_color = texture(source_color, uv_adj);
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sample_color.a = texture(source_weight, uv_adj).r;
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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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color_accum += mix(color_accum / 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 = color_accum / accum;
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frag_color.rgb = color_accum.rgb;
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frag_color.a = alpha; // attempt to retain this in case we have a transparent background, ignored if half_size
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#ifdef OUTPUT_WEIGHT
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weight = color_accum.a;
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#endif
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#endif
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#ifdef MODE_COMPOSITE_BOKEH
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frag_color.rgb = texture(source_color, uv).rgb;
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float center_weigth = texture(source_weight, uv).r;
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float sample_weight = texture(original_weight, uv).r;
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float mix_amount;
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if (sample_weight < center_weigth) {
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mix_amount = min(1.0, max(0.0, max(abs(center_weigth), abs(sample_weight)) - DEPTH_GAP));
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} else {
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mix_amount = min(1.0, max(0.0, abs(center_weigth) - DEPTH_GAP));
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}
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// let alpha blending take care of mixing
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frag_color.a = mix_amount;
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#endif
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}
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