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- /* clang-format off */
- [compute]
- #version 450
- VERSION_DEFINES
- #define BLOCK_SIZE 8
- layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
- /* clang-format on */
- #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
- }
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