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| author | Bastiaan Olij <mux213@gmail.com> | 2021-07-29 17:43:17 +1000 |
|---|---|---|
| committer | Bastiaan Olij <mux213@gmail.com> | 2021-08-13 10:20:14 +1000 |
| commit | 07fd559478d0318a2d220ed050edc67fb5f618b4 (patch) | |
| tree | 7a1547c8e1761c328a8573357a38323031ee1d54 /servers/rendering/renderer_rd/shaders/blur_raster.glsl | |
| parent | a98589a4497bdff15c66a98b6d07241addddae2c (diff) | |
| download | redot-engine-07fd559478d0318a2d220ed050edc67fb5f618b4.tar.gz | |
Implemented raster versions of bokeh shaders to replace broken gaussian implementation
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/blur_raster.glsl')
| -rw-r--r-- | servers/rendering/renderer_rd/shaders/blur_raster.glsl | 98 |
1 files changed, 3 insertions, 95 deletions
diff --git a/servers/rendering/renderer_rd/shaders/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/blur_raster.glsl index b1d1c2365e..0789a4b396 100644 --- a/servers/rendering/renderer_rd/shaders/blur_raster.glsl +++ b/servers/rendering/renderer_rd/shaders/blur_raster.glsl @@ -37,32 +37,6 @@ layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure; layout(location = 0) out vec4 frag_color; -//DOF -#ifdef MODE_DOF_BLUR - -layout(set = 1, binding = 0) uniform sampler2D dof_source_depth; - -#ifdef DOF_QUALITY_LOW -const int dof_kernel_size = 5; -const int dof_kernel_from = 2; -const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388); -#endif - -#ifdef DOF_QUALITY_MEDIUM -const int dof_kernel_size = 11; -const int dof_kernel_from = 5; -const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037); - -#endif - -#ifdef DOF_QUALITY_HIGH -const int dof_kernel_size = 21; -const int dof_kernel_from = 10; -const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174); -#endif - -#endif - void main() { #ifdef MODE_MIPMAP @@ -155,74 +129,8 @@ void main() { #endif -#ifdef MODE_DOF_BLUR - - vec4 color_accum = vec4(0.0); - - float depth = texture(dof_source_depth, uv_interp, 0.0).r; - depth = depth * 2.0 - 1.0; - - if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) { - depth = ((depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0; - } else { - depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - depth * (blur.camera_z_far - blur.camera_z_near)); - } - - // mix near and far blur amount - float amount = 1.0; - if (bool(blur.flags & FLAG_DOF_FAR)) { - amount *= 1.0 - smoothstep(blur.dof_far_begin, blur.dof_far_end, depth); - } - if (bool(blur.flags & FLAG_DOF_NEAR)) { - amount *= smoothstep(blur.dof_near_end, blur.dof_near_begin, depth); - } - amount = 1.0 - amount; - - if (amount > 0.0) { - float k_accum = 0.0; - - for (int i = 0; i < dof_kernel_size; i++) { - int int_ofs = i - dof_kernel_from; - vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * amount * blur.dof_radius; - - float tap_k = dof_kernel[i]; - - float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r; - tap_depth = tap_depth * 2.0 - 1.0; - - if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) { - tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0; - } else { - tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near)); - } - - // mix near and far blur amount - float tap_amount = 1.0; - if (bool(blur.flags & FLAG_DOF_FAR)) { - tap_amount *= mix(1.0 - smoothstep(blur.dof_far_begin, blur.dof_far_end, tap_depth), 0.0, int_ofs == 0); - } - if (bool(blur.flags & FLAG_DOF_NEAR)) { - tap_amount *= mix(smoothstep(blur.dof_near_end, blur.dof_near_begin, tap_depth), 0.0, int_ofs == 0); - } - tap_amount = 1.0 - tap_amount; - - tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect - - vec4 tap_color = texture(source_color, tap_uv, 0.0) * tap_k; - - k_accum += tap_k * tap_amount; - color_accum += tap_color * tap_amount; - } - - if (k_accum > 0.0) { - color_accum /= k_accum; - } - - frag_color = color_accum; ///k_accum; - } else { - // we are in focus, don't waste time - frag_color = texture(source_color, uv_interp, 0.0); - } - +#ifdef MODE_COPY + vec4 color = textureLod(source_color, uv_interp, 0.0); + frag_color = color; #endif } |
