demotool/test/shaders/chunks/dof-cs.glsl

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//! type chunk
//#define DOF_USE_RANDOM
layout( location = 0 ) uniform sampler2D u_Input;
layout( location = 2 ) uniform vec4 u_Parameters;
layout( location = 3 ) uniform float u_Samples;
layout( location = 4 ) uniform vec3 u_ResolutionTime;
#define uSharpDist (u_Parameters.x)
#define uSharpRange (u_Parameters.y)
#define uBlurFalloff (u_Parameters.z)
#define uMaxBlur (u_Parameters.w)
#define uResolution (u_ResolutionTime.xy)
#define uTime (u_ResolutionTime.z)
layout( binding = 0 , rgba16f ) writeonly uniform image2D u_Output;
//!include lib/utils.glsl
float DOF_CoC(
in float z )
{
return uMaxBlur * min( 1 ,
max( 0 , abs( z - uSharpDist ) - uSharpRange ) / uBlurFalloff );
}
// z: z at UV
// coc: blur radius at UV
// uv: initial coordinate
// blurvec: smudge direction
vec3 DOF_Blur(
in float z ,
in float coc ,
in vec2 uv ,
in vec2 blurvec )
{
vec3 sumcol = vec3( 0. );
for ( int i = 0 ; i < u_Samples ; i++ ) {
float r = i;
#ifdef DOF_USE_RANDOM
r += M_Hash( uv + float( i + uTime ) ) - .5;
#endif
r = r / float( u_Samples - 1 ) - .5;
vec2 p = uv + r * coc * blurvec;
vec4 d = textureLod( u_Input , p , 0 );
vec3 smpl = d.xyz;
float sz = d.w;
if ( sz < z ) {
// if sample is closer consider it's CoC
p = uv + r * min( coc , DOF_CoC( sz ) ) * blurvec;
p = uv + r * DOF_CoC( sz ) * blurvec;
smpl = textureLod( u_Input , p , 0 ).xyz;
}
sumcol += smpl;
}
sumcol /= float( u_Samples );
sumcol = max( sumcol , 0. );
return sumcol;
}