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- /* 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() {
- // old code, ARM driver bug on Mali-GXXx GPUs and Vulkan API 1.3.xxx
- // https://github.com/godotengine/godot/pull/92817#issuecomment-2168625982
- //vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
- //gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
- //uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
- vec2 vertex_base;
- if (gl_VertexIndex == 0) {
- vertex_base = vec2(-1.0, -1.0);
- } else if (gl_VertexIndex == 1) {
- vertex_base = vec2(-1.0, 3.0);
- } else {
- vertex_base = vec2(3.0, -1.0);
- }
- gl_Position = vec4(vertex_base, 0.0, 1.0);
- uv_interp = clamp(vertex_base, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
- }
- /* 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)) / 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 = abs(sample_color.a);
- if (sample_color.a > color.a) {
- limit = clamp(limit, 0.0, abs(color.a) * 2.0);
- }
- 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_weight = texture(source_weight, uv).r;
- float sample_weight = texture(original_weight, uv).r;
- float mix_amount;
- if (sample_weight < center_weight) {
- mix_amount = min(1.0, max(0.0, max(abs(center_weight), abs(sample_weight)) - DEPTH_GAP));
- } else {
- mix_amount = min(1.0, max(0.0, abs(center_weight) - DEPTH_GAP));
- }
- // let alpha blending take care of mixing
- frag_color.a = mix_amount;
- #endif
- }
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