demotool/test/fx-dof/fx-dof.srd
Emmanuel BENOîT 68d01ca42e Shaders - Relative paths
Shaders are no longer found under /shaders in the project; they can be
anywhere. In addition, paths for both (program) instructions in the
script and include directives in shader source code are relative to the
file which contains them.
2017-12-29 11:33:15 +01:00

125 lines
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# Depth of Field
(fn dof-init ()
# Sampler used for the inputs
(sampler smp-dof
(mipmaps no)
(wrapping clamp-edge)
(sampling linear)
(lod 0 0)
)
(if $use-compute (
# Textures for both passes
(texture tx-dof-pass1 rgba-f16 $vp-width $vp-height)
(texture tx-dof-pass2 rgba-f16 $vp-width $vp-height)
# Programs
(program prg-dof-pass1 "dof-pass1.c.glsl")
(program prg-dof-pass2 "dof-pass2.c.glsl")
# Pipelines
(pipeline pl-dof-pass1 prg-dof-pass1)
(pipeline pl-dof-pass2 prg-dof-pass2)
)(
# Texture & RT for pass 1
(texture tx-dof-pass1 rgb-f16 $vp-width $vp-height)
(framebuffer rt-dof-pass1 tx-dof-pass1)
# Texture & RT for pass 2
(texture tx-dof-pass2 rgb-f16 $vp-width $vp-height)
(framebuffer rt-dof-pass2 tx-dof-pass2)
# TODO MAYBE ? (alias tx-dof-output tx-dof-pass2)
# Programs
(program prg-dof-pass1 "dof-pass1.f.glsl")
(program prg-dof-pass2 "dof-pass2.f.glsl")
# Pipelines
(pipeline pl-dof-pass1 prg-fullscreen prg-dof-pass1)
(pipeline pl-dof-pass2 prg-fullscreen prg-dof-pass2)
))
# Output debugging
(odbg tx-dof-pass1 hdr "DoF - First pass")
(odbg tx-dof-pass2 hdr "DoF - Output")
# Inputs
(input dof-sharp-distance 0)
(input dof-sharp-range 50)
(input dof-falloff 50)
(input dof-max-blur 16)
(input dof-samples 16)
# Input overrides
(ui-overrides
(section "Post-processing"
(section "Depth of Field"
(float "Sharp distance" dof-sharp-distance
(min 0) (max 50000) (step .1))
(float "Sharp range" dof-sharp-range
(min 0) (max 50000) (step .1))
(float "Falloff" dof-falloff
(min 0) (max 50000) (step .1))
(float "Maximum blur" dof-max-blur
(min 1) (max 64) (slider))
(int "Samples" dof-samples
(min 1) (max 64) (slider))
)
)
)
)
(fn dof-set-uniforms (prog)
(uniforms prog 2
(get-input dof-sharp-distance)
(get-input dof-sharp-range)
(get-input dof-falloff)
(get-input dof-max-blur)
)
(uniforms prog 3 (get-input dof-samples))
(uniforms prog 4 $vp-width $vp-height $time)
)
(fn dof-render (in-image in-depth)
(profiling "Depth of Field"
(uniforms-i prg-dof-pass1 0 0)
(uniforms-i prg-dof-pass2 0 0)
(if (not $use-compute) (
(use-texture 1 in-depth smp-dof)
(uniforms-i prg-dof-pass1 1 1)
(uniforms-i prg-dof-pass2 1 1)
))
# First pass
(call dof-set-uniforms prg-dof-pass1)
(use-texture 0 in-image smp-dof)
(use-pipeline pl-dof-pass1)
(if $use-compute (
(image 0 tx-dof-pass1 0)
(compute $vp-width $vp-height 1)
)(
(use-framebuffer rt-dof-pass1)
(viewport 0 0 $vp-width $vp-height)
(fullscreen)
))
# Second pass
(call dof-set-uniforms prg-dof-pass2)
(use-texture 0 tx-dof-pass1 smp-dof)
(use-pipeline pl-dof-pass2)
(if $use-compute (
(image 0 tx-dof-pass2 0)
(compute $vp-width $vp-height 1)
)(
(use-framebuffer rt-dof-pass2)
(viewport 0 0 $vp-width $vp-height)
(fullscreen)
))
)
)
# vim: syntax=demo-srd