//! 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; }