virtualx-engine/servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl
2020-02-11 12:15:26 +01:00

266 lines
6 KiB
GLSL

/* clang-format off */
[compute]
/* clang-format on */
#version 450
VERSION_DEFINES
#define BLOCK_SIZE 8
layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
#ifdef MODE_GEN_BLUR_SIZE
layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
layout(set = 1, binding = 0) uniform sampler2D source_depth;
#endif
#if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL) || defined(MODE_BOKEH_CIRCULAR)
layout(set = 1, binding = 0) uniform sampler2D color_texture;
layout(rgba16f, set = 0, binding = 0) uniform restrict writeonly image2D bokeh_image;
#endif
#ifdef MODE_COMPOSITE_BOKEH
layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
layout(set = 1, binding = 0) uniform sampler2D source_bokeh;
#endif
// based on https://www.shadertoy.com/view/Xd3GDl
layout(push_constant, binding = 1, std430) uniform Params {
ivec2 size;
float z_far;
float z_near;
bool orthogonal;
float blur_size;
float blur_scale;
int blur_steps;
bool blur_near_active;
float blur_near_begin;
float blur_near_end;
bool blur_far_active;
float blur_far_begin;
float blur_far_end;
bool second_pass;
bool half_size;
bool use_jitter;
float jitter_seed;
uint pad[2];
} params;
//used to work around downsampling filter
#define DEPTH_GAP 0.0
#ifdef MODE_GEN_BLUR_SIZE
float get_depth_at_pos(vec2 uv) {
float depth = textureLod(source_depth,uv,0.0).x;
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) {
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) {
return smoothstep(params.blur_far_begin,params.blur_far_end,depth) * params.blur_size + DEPTH_GAP;
}
return 0.0;
}
#endif
const float GOLDEN_ANGLE = 2.39996323;
//note: uniform pdf rand [0;1[
float hash12n(vec2 p) {
p = fract(p * vec2(5.3987, 5.4421));
p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
return fract(p.x * p.y * 95.4307);
}
#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(color_texture,uv);
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(color_texture, suv);
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() {
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(pos,params.size))) { //too large, do nothing
return;
}
vec2 pixel_size = 1.0/vec2(params.size);
vec2 uv = vec2(pos) / vec2(params.size);
#ifdef MODE_GEN_BLUR_SIZE
uv+=pixel_size * 0.5;
//precompute size in alpha channel
float depth = get_depth_at_pos(uv);
float size = get_blur_size(depth);
vec4 color = imageLoad(color_image,pos);
color.a = size;
imageStore(color_image,pos,color);
#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
}
vec2 dir = (params.second_pass ? vec2(0.0,1.0) : vec2(1.0,0.0));
vec4 color = weighted_filter_dir(dir,uv,pixel_size);
imageStore(bokeh_image,pos,color);
#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
}
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;
}
imageStore(bokeh_image,pos,color);
#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(color_texture,uv);
float accum = 1.0;
float radius = params.blur_scale;
for (float ang = 0.0; radius < params.blur_size; ang += GOLDEN_ANGLE) {
vec2 suv = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
vec4 sample_color = texture(color_texture, suv);
float sample_size = abs(sample_color.a);
if (sample_color.a > color.a) {
sample_size = clamp(sample_size, 0.0, abs(color.a)*2.0);
}
float m = smoothstep(radius-0.5, radius+0.5, sample_size);
color += mix(color/accum, sample_color, m);
accum += 1.0;
radius += params.blur_scale/radius;
}
color /= accum;
imageStore(bokeh_image,pos,color);
#endif
#ifdef MODE_COMPOSITE_BOKEH
uv+=pixel_size * 0.5;
vec4 color = imageLoad(color_image,pos);
vec4 bokeh = texture(source_bokeh,uv);
float mix_amount;
if (bokeh.a < color.a) {
mix_amount = min(1.0,max(0.0,max(abs(color.a),abs(bokeh.a))-DEPTH_GAP));
} else {
mix_amount = min(1.0,max(0.0,abs(color.a)-DEPTH_GAP));
}
color.rgb = mix(color.rgb,bokeh.rgb,mix_amount); //blend between hires and lowres
color.a=0; //reset alpha
imageStore(color_image,pos,color);
#endif
}