61 lines
1.6 KiB
GLSL
61 lines
1.6 KiB
GLSL
#version 450 core
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//#define USE_RANDOM
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layout( location = 0 ) uniform sampler2D u_Input;
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layout( location = 1 ) uniform sampler2D u_Depth;
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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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float CoC( 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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layout( location = 0 ) out vec3 o_Color;
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float hash1( vec2 p )
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{
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p = fract(p * vec2(5.3987, 5.4421));
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p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
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return fract(p.x * p.y * 95.4307);
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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 depthDirectionalBlur( float z , float coc , vec2 uv , 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 USE_RANDOM
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r += hash1( 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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vec3 smpl = texture( u_Input , p ).xyz;
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float sz = texture( u_Depth , p ).x;
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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 , CoC( sz ) ) * blurvec;
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p = uv + r * CoC( sz ) * blurvec;
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smpl = texture( u_Input , p ).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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