Test - Converted DoF to compute shaders
It doesn't work too well, however. Other algorithms need to be checked out.
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4 changed files with 165 additions and 25 deletions
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@ -23,6 +23,8 @@
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(set render-compute-size-y 8)
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(set combine-compute-size-x 8)
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(set combine-compute-size-y 32)
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(set dof-compute-size-x 64)
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(set dof-compute-size-y 16)
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(call scene-init)
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(call dof-init)
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@ -34,7 +36,11 @@
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(frame
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(profiling "Frame render"
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(call scene-render)
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(call dof-render tx-scene-output tx-scene-depth)
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(if $use-compute (
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(call dof-render tx-scene-output tx-scene-output)
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)(
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(call dof-render tx-scene-output tx-scene-depth)
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))
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(call bloom-render tx-scene-output)
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(call combine-render tx-dof-pass2 tx-bloom1)
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(call fxaa-render tx-combined)
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@ -169,27 +175,41 @@
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(lod 0 0)
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)
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# Texture & RT for pass 1
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(texture tx-dof-pass1 rgb-f16 $vp-width $vp-height)
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(framebuffer rt-dof-pass1 tx-dof-pass1)
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(if $use-compute (
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# Textures for both passes
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(texture tx-dof-pass1 rgba-f16 $vp-width $vp-height)
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(texture tx-dof-pass2 rgba-f16 $vp-width $vp-height)
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# Texture & RT for pass 2
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(texture tx-dof-pass2 rgb-f16 $vp-width $vp-height)
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(framebuffer rt-dof-pass2 tx-dof-pass2)
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# TODO MAYBE ? (alias tx-dof-output tx-dof-pass2)
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# Programs
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(program prg-dof-pass1 "dof-pass1.c.glsl")
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(program prg-dof-pass2 "dof-pass2.c.glsl")
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# Pipelines
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(pipeline pl-dof-pass1 prg-dof-pass1)
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(pipeline pl-dof-pass2 prg-dof-pass2)
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)(
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# Texture & RT for pass 1
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(texture tx-dof-pass1 rgb-f16 $vp-width $vp-height)
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(framebuffer rt-dof-pass1 tx-dof-pass1)
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# Texture & RT for pass 2
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(texture tx-dof-pass2 rgb-f16 $vp-width $vp-height)
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(framebuffer rt-dof-pass2 tx-dof-pass2)
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# TODO MAYBE ? (alias tx-dof-output tx-dof-pass2)
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# Programs
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(program prg-dof-pass1 "dof-pass1.f.glsl")
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(program prg-dof-pass2 "dof-pass2.f.glsl")
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# Pipelines
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(pipeline pl-dof-pass1 prg-fullscreen prg-dof-pass1)
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(pipeline pl-dof-pass2 prg-fullscreen prg-dof-pass2)
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))
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# Output debugging
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(odbg tx-dof-pass1 hdr "DoF - First pass")
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(odbg tx-dof-pass2 hdr "DoF - Output")
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# Programs
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(program prg-dof-pass1 "dof-pass1.f.glsl")
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(program prg-dof-pass2 "dof-pass2.f.glsl")
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# Pipelines
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(pipeline pl-dof-pass1 prg-fullscreen prg-dof-pass1)
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(pipeline pl-dof-pass2 prg-fullscreen prg-dof-pass2)
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# Inputs
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(input dof-sharp-distance 0)
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(input dof-sharp-range 50)
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@ -229,27 +249,44 @@
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(fn dof-render (in-image in-depth)
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(profiling "Depth of Field"
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(use-texture 1 in-depth smp-dof)
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(uniforms-i prg-dof-pass1 0 0)
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(uniforms-i prg-dof-pass1 1 1)
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(uniforms-i prg-dof-pass2 0 0)
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(uniforms-i prg-dof-pass2 1 1)
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(if $use-compute (
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(locals dof-cx dof-cy)
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(set dof-cx (add 1 (div $vp-width $dof-compute-size-x)))
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(set dof-cy (add 1 (div $vp-height $dof-compute-size-y)))
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)(
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(use-texture 1 in-depth smp-dof)
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(uniforms-i prg-dof-pass1 1 1)
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(uniforms-i prg-dof-pass2 1 1)
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))
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# First pass
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(call dof-set-uniforms prg-dof-pass1)
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(use-texture 0 in-image smp-dof)
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(use-pipeline pl-dof-pass1)
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(use-framebuffer rt-dof-pass1)
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(fullscreen)
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(if $use-compute (
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(image 0 tx-dof-pass1 0)
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(compute $dof-cx $dof-cy 1)
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)(
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(use-framebuffer rt-dof-pass1)
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(viewport 0 0 $vp-width $vp-height)
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(fullscreen)
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))
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# Second pass
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(call dof-set-uniforms prg-dof-pass2)
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(use-texture 0 tx-dof-pass1 smp-dof)
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(use-pipeline pl-dof-pass2)
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(use-framebuffer rt-dof-pass2)
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(viewport 0 0 $vp-width $vp-height)
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(fullscreen)
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(if $use-compute (
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(image 0 tx-dof-pass2 0)
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(compute $dof-cx $dof-cy 1)
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)(
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(use-framebuffer rt-dof-pass2)
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(viewport 0 0 $vp-width $vp-height)
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(fullscreen)
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))
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)
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)
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67
test/shaders/chunks/dof-cs.glsl
Normal file
67
test/shaders/chunks/dof-cs.glsl
Normal file
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@ -0,0 +1,67 @@
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//! type chunk
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layout(
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local_size_x = 64 ,
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local_size_y = 16
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) in;
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//#define DOF_USE_RANDOM
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layout( location = 0 ) uniform sampler2D u_Input;
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layout( location = 2 ) uniform vec4 u_Parameters;
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layout( location = 3 ) uniform float u_Samples;
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layout( location = 4 ) uniform vec3 u_ResolutionTime;
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#define uSharpDist (u_Parameters.x)
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#define uSharpRange (u_Parameters.y)
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#define uBlurFalloff (u_Parameters.z)
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#define uMaxBlur (u_Parameters.w)
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#define uResolution (u_ResolutionTime.xy)
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#define uTime (u_ResolutionTime.z)
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layout( binding = 0 , rgba16f ) writeonly uniform image2D u_Output;
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//!include lib/utils.glsl
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float DOF_CoC(
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in float z )
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{
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return uMaxBlur * min( 1 ,
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max( 0 , abs( z - uSharpDist ) - uSharpRange ) / uBlurFalloff );
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}
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// z: z at UV
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// coc: blur radius at UV
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// uv: initial coordinate
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// blurvec: smudge direction
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vec3 DOF_Blur(
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in float z ,
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in float coc ,
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in vec2 uv ,
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in vec2 blurvec )
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{
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vec3 sumcol = vec3( 0. );
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for ( int i = 0 ; i < u_Samples ; i++ ) {
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float r = i;
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#ifdef DOF_USE_RANDOM
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r += M_Hash( uv + float( i + uTime ) ) - .5;
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#endif
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r = r / float( u_Samples - 1 ) - .5;
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vec2 p = uv + r * coc * blurvec;
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vec4 d = textureLod( u_Input , p , 0 );
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vec3 smpl = d.xyz;
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float sz = d.w;
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if ( sz < z ) {
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// if sample is closer consider it's CoC
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p = uv + r * min( coc , DOF_CoC( sz ) ) * blurvec;
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p = uv + r * DOF_CoC( sz ) * blurvec;
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smpl = textureLod( u_Input , p , 0 ).xyz;
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}
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sumcol += smpl;
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}
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sumcol /= float( u_Samples );
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sumcol = max( sumcol , 0. );
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return sumcol;
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}
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15
test/shaders/dof-pass1.c.glsl
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15
test/shaders/dof-pass1.c.glsl
Normal file
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@ -0,0 +1,15 @@
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#version 450 core
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//! type compute
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//! include chunks/dof-cs.glsl
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void main()
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{
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ivec2 coords = ivec2( gl_GlobalInvocationID.xy );
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vec2 uv = vec2( coords ) / uResolution;
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vec2 blurvec = vec2( 0 , 1 ) / uResolution;
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float z = textureLod( u_Input , uv , 0 ).w;
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vec3 c = DOF_Blur( z , DOF_CoC( z ) , uv , blurvec );
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imageStore( u_Output , coords , vec4( c , z ) );
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}
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21
test/shaders/dof-pass2.c.glsl
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21
test/shaders/dof-pass2.c.glsl
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#version 450 core
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//! type compute
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//! include chunks/dof-cs.glsl
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void main()
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{
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ivec2 coords = ivec2( gl_GlobalInvocationID.xy );
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vec2 uv = vec2( coords ) / uResolution;
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float z = textureLod( u_Input , uv , 0 ).w;
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vec2 blurdir = vec2( 1.0 , 0.577350269189626 );
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vec2 blurvec = normalize( blurdir ) / uResolution;
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vec3 color0 = DOF_Blur( z , DOF_CoC( z ) , uv , blurvec );
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blurdir.x = -1;
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blurvec = normalize( blurdir ) / uResolution;
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vec3 color1 = DOF_Blur( z , DOF_CoC( z ) , uv , blurvec );
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imageStore( u_Output , coords , vec4( min( color0 , color1 ) , 1. ) );
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}
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