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- // DoF with bokeh GLSL shader by Martins Upitis (martinsh) (devlog-martinsh.blogspot.com)
- // Creative Commons Attribution 3.0 Unported License
- #include "compiled.inc"
- #include "std/math.glsl"
- // const float compoDOFDistance = 10.0; // Focal distance value in meters
- // const float compoDOFLength = 160.0; // Focal length in mm 18-200
- // const float compoDOFFstop = 128.0; // F-stop value
- const int samples = 6; // Samples on the first ring
- const int rings = 6; // Ring count
- const vec2 focus = vec2(0.5, 0.5);
- const float coc = 0.11; // Circle of confusion size in mm (35mm film = 0.03mm)
- const float maxblur = 1.0;
- const float threshold = 0.5; // Highlight threshold
- const float gain = 2.0; // Highlight gain
- const float bias = 0.5; // Bokeh edge bias
- const float fringe = 0.7; // Bokeh chromatic aberration/fringing
- const float namount = 0.0001; // Dither amount
- vec3 color(vec2 coords, const float blur, const sampler2D tex, const vec2 texStep) {
- vec3 col = vec3(0.0);
- col.r = textureLod(tex, coords + vec2(0.0, 1.0) * texStep * fringe * blur, 0.0).r;
- col.g = textureLod(tex, coords + vec2(-0.866, -0.5) * texStep * fringe * blur, 0.0).g;
- col.b = textureLod(tex, coords + vec2(0.866, -0.5) * texStep * fringe * blur, 0.0).b;
-
- const vec3 lumcoeff = vec3(0.299, 0.587, 0.114);
- float lum = dot(col.rgb, lumcoeff);
- float thresh = max((lum - threshold) * gain, 0.0);
- return col + mix(vec3(0.0), col, thresh * blur);
- }
- vec3 dof(const vec2 texCoord, const float gdepth, const sampler2D tex, const sampler2D gbufferD, const vec2 texStep, const vec2 cameraProj) {
- float depth = linearize(gdepth, cameraProj);
- // const float fDepth = compoDOFDistance;
- float fDepth = linearize(textureLod(gbufferD, focus, 0.0).r * 2.0 - 1.0, cameraProj); // Autofocus
-
- const float f = compoDOFLength; // Focal length in mm
- const float d = fDepth * 1000.0; // Focal plane in mm
- float o = depth * 1000.0; // Depth in mm
- float a = (o * f) / (o - f);
- float b = (d * f) / (d - f);
- float c = (d - f) / (d * compoDOFFstop * coc);
- float blur = abs(a - b) * c;
- blur = clamp(blur, 0.0, 1.0);
-
- vec2 noise = rand2(texCoord) * namount * blur;
- float w = (texStep.x) * blur * maxblur + noise.x;
- float h = (texStep.y) * blur * maxblur + noise.y;
- vec3 col = vec3(0.0);
- if (blur < 0.05) {
- col = textureLod(tex, texCoord, 0.0).rgb;
- }
- else {
- col = textureLod(tex, texCoord, 0.0).rgb;
- float s = 1.0;
- int ringsamples;
-
- for (int i = 1; i <= rings; ++i) {
- ringsamples = i * samples;
- for (int j = 0 ; j < ringsamples; ++j) {
- float step = PI2 / float(ringsamples);
- float pw = (cos(float(j) * step) * float(i));
- float ph = (sin(float(j) * step) * float(i));
- float p = 1.0;
- // if (pentagon) p = penta(vec2(pw, ph));
- col += color(texCoord + vec2(pw * w, ph * h), blur, tex, texStep) * mix(1.0, (float(i)) / (float(rings)), bias) * p;
- s += 1.0 * mix(1.0, (float(i)) / (float(rings)), bias) * p;
- }
- }
- col /= s;
- }
- return col;
- }
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