DoF, bokeh, vignette pass

This commit is contained in:
Lubos Lenco 2016-03-23 23:35:44 +01:00
parent 0da78eac3e
commit 9145384a9c
6 changed files with 466 additions and 0 deletions

16
Assets/dof_material.json Normal file
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{
"material_resources": [
{
"contexts": [
{
"bind_constants": [],
"bind_textures": [
],
"id": "dof_pass"
}
],
"id": "dof_material",
"shader": "dof_pass/dof_pass"
}
]
}

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@ -39,6 +39,10 @@ os.chdir('../motion_blur_pass')
make_resources.make('motion_blur_pass.shader.json')
make_variants.make('motion_blur_pass.shader.json')
os.chdir('../dof_pass')
make_resources.make('dof_pass.shader.json')
make_variants.make('dof_pass.shader.json')
# os.chdir('../combine_pass')
# make_resources.make('combine_pass.shader.json')
# make_variants.make('combine_pass.shader.json')

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// Depth of Field by Martins Upitis (devlog-martinsh.blogspot.com)
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.1415653592
uniform sampler2D tex;
uniform sampler2D gbuffer0;
uniform sampler2D gbuffer1;
uniform sampler2D gbuffer2;
const float znear = 0.1;
const float zfar = 100.0;
const float width = 800;
const float height = 600;
const vec2 texel = vec2(1.0 / width, 1.0 / height);
const float focalDepth = 0; // focal distance value in meters
const float focalLength = 50; // focal length in mm 18-200
const float fstop = 20; // f-stop value
const int samples = 3; // samples on the first ring
const int rings = 3; // ring count
const vec2 focus = vec2(0.5,0.5);
const float CoC = 0.03; // circle of confusion size in mm (35mm film = 0.03mm)
const float maxblur = 1.0;
const float threshold = 0.5; // highlight threshold
const float gain = 2.0; // highlight gain
const float bias = 0.5; // bokeh edge bias
const float fringe = 0.7; // bokeh chromatic aberration/fringing
const float namount = 0.0001; // dither amount
const float vignout = 1.3; // vignetting outer border
const float vignin = 0.0; // vignetting inner border
const float vignfade = 90.0; // f-stops till vignete fades
// bool pentagon = false; // Use pentagon as bokeh shape?
// float feather = 0.4; // Pentagon shape feather
// float dbsize = 1.25; // Depth blur size
in vec2 texCoord;
// float penta(vec2 coords) { //pentagonal shape
// float scale = float(rings) - 1.3;
// vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);
// vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);
// vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
// vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);
// vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);
// vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);
// vec4 one = vec4( 1.0 );
// vec4 P = vec4((coords),vec2(scale, scale));
// vec4 dist = vec4(0.0);
// float inorout = -4.0;
// dist.x = dot( P, HS0 );
// dist.y = dot( P, HS1 );
// dist.z = dot( P, HS2 );
// dist.w = dot( P, HS3 );
// dist = smoothstep( -feather, feather, dist );
// inorout += dot( dist, one );
// dist.x = dot( P, HS4 );
// dist.y = HS5.w - abs( P.z );
// dist = smoothstep( -feather, feather, dist );
// inorout += dist.x;
// return clamp( inorout, 0.0, 1.0 );
// }
// float bdepth(vec2 coords) { //blurring depth
// float d = 0.0;
// float kernel[9];
// vec2 offset[9];
// vec2 wh = vec2(texel.x, texel.y) * dbsize;
// offset[0] = vec2(-wh.x,-wh.y);
// offset[1] = vec2( 0.0, -wh.y);
// offset[2] = vec2( wh.x -wh.y);
// offset[3] = vec2(-wh.x, 0.0);
// offset[4] = vec2( 0.0, 0.0);
// offset[5] = vec2( wh.x, 0.0);
// offset[6] = vec2(-wh.x, wh.y);
// offset[7] = vec2( 0.0, wh.y);
// offset[8] = vec2( wh.x, wh.y);
// kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
// kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
// kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
// for( int i=0; i<9; i++ )
// {
// float tmp = texture2D(bgl_DepthTexture, coords + offset[i]).r;
// d += tmp * kernel[i];
// }
// return d;
// }
vec3 color(vec2 coords, float blur) {
vec3 col = vec3(0.0);
col.r = texture(tex, coords + vec2(0.0,1.0)*texel*fringe*blur).r;
col.g = texture(tex, coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
col.b = texture(tex, coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
vec3 lumcoeff = vec3(0.299, 0.587, 0.114);
float lum = dot(col.rgb, lumcoeff);
float thresh = max((lum-threshold)*gain, 0.0);
return col+mix(vec3(0.0),col,thresh*blur);
}
vec2 rand(vec2 coord) {
float noiseX = ((fract(1.0-coord.s*(width/2.0))*0.25)+(fract(coord.t*(height/2.0))*0.75))*2.0-1.0;
float noiseY = ((fract(1.0-coord.s*(width/2.0))*0.75)+(fract(coord.t*(height/2.0))*0.25))*2.0-1.0;
return vec2(noiseX,noiseY);
// if (noise) {
// noiseX = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233))) * 43758.5453),0.0,1.0)*2.0-1.0;
// noiseY = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233)*2.0)) * 43758.5453),0.0,1.0)*2.0-1.0;
// }
}
float linearize(float depth) {
return -zfar * znear / (depth * (zfar - znear) - zfar);
}
float vignette() {
float dist = distance(texCoord, vec2(0.5,0.5));
dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);
return clamp(dist,0.0,1.0);
}
vec3 debugFocus(vec3 col, float blur, float depth) {
float edge = 0.002*depth; //distance based edge smoothing
float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
return col;
}
void main() {
float depthbuf = texture(gbuffer0, texCoord).a;
float depth = linearize(depthbuf);
// Blur depth
// depth = linearize(bdepth(texCoord.xy));
float fDepth = focalDepth;
// Autofocus
//fDepth = linearize(texture(gbuffer0, focus).a);
float blur = 0.0;
float f = focalLength; // focal length in mm
float d = fDepth*1000.0; // focal plane in mm
float o = depth*1000.0; // depth in mm
float a = (o*f)/(o-f);
float b = (d*f)/(d-f);
float c = (d-f)/(d*fstop*CoC);
blur = abs(a-b)*c;
blur = clamp(blur,0.0,1.0);
vec2 noise = rand(texCoord)*namount*blur;
float w = (texel.x)*blur*maxblur+noise.x;
float h = (texel.y)*blur*maxblur+noise.y;
vec3 col = vec3(0.0);
if (blur < 0.05) {
col = texture(tex, texCoord).rgb;
}
else {
col = texture(tex, texCoord).rgb;
float s = 1.0;
int ringsamples;
// for (int i = 1; i <= rings; ++i) {
// ringsamples = i * samples;
// for (int j = 0 ; j < ringsamples; ++j) {
// float step = PI*2.0 / float(ringsamples);
// float pw = (cos(float(j)*step)*float(i));
// float ph = (sin(float(j)*step)*float(i));
// float p = 1.0;
// if (pentagon) {
// p = penta(vec2(pw,ph));
// }
// col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
// s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
// }
// }
int i = 1; // i <= rings
ringsamples = i * samples;
int j = 0; // j < ringsamples
float step = PI*2.0 / float(ringsamples);
float pw = (cos(float(j)*step)*float(i));
float ph = (sin(float(j)*step)*float(i));
float p = 1.0;
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
j = 1; //////
step = PI*2.0 / float(ringsamples);
pw = (cos(float(j)*step)*float(i));
ph = (sin(float(j)*step)*float(i));
p = 1.0;
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
j = 2; //////
step = PI*2.0 / float(ringsamples);
pw = (cos(float(j)*step)*float(i));
ph = (sin(float(j)*step)*float(i));
p = 1.0;
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
//------
i = 2; // i <= rings
ringsamples = i * samples;
j = 0; // j < ringsamples
step = PI*2.0 / float(ringsamples);
pw = (cos(float(j)*step)*float(i));
ph = (sin(float(j)*step)*float(i));
p = 1.0;
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
j = 1; //////
step = PI*2.0 / float(ringsamples);
pw = (cos(float(j)*step)*float(i));
ph = (sin(float(j)*step)*float(i));
p = 1.0;
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
j = 2; //////
step = PI*2.0 / float(ringsamples);
pw = (cos(float(j)*step)*float(i));
ph = (sin(float(j)*step)*float(i));
p = 1.0;
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
j = 3; //////
step = PI*2.0 / float(ringsamples);
pw = (cos(float(j)*step)*float(i));
ph = (sin(float(j)*step)*float(i));
p = 1.0;
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
j = 4; //////
step = PI*2.0 / float(ringsamples);
pw = (cos(float(j)*step)*float(i));
ph = (sin(float(j)*step)*float(i));
p = 1.0;
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
j = 5; //////
step = PI*2.0 / float(ringsamples);
pw = (cos(float(j)*step)*float(i));
ph = (sin(float(j)*step)*float(i));
p = 1.0;
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
//------
i = 3; // i <= rings
ringsamples = i * samples;
j = 0; // j < ringsamples
step = PI*2.0 / float(ringsamples);
pw = (cos(float(j)*step)*float(i));
ph = (sin(float(j)*step)*float(i));
p = 1.0;
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
j = 1; //////
step = PI*2.0 / float(ringsamples);
pw = (cos(float(j)*step)*float(i));
ph = (sin(float(j)*step)*float(i));
p = 1.0;
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
j = 2; //////
step = PI*2.0 / float(ringsamples);
pw = (cos(float(j)*step)*float(i));
ph = (sin(float(j)*step)*float(i));
p = 1.0;
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
j = 3; //////
step = PI*2.0 / float(ringsamples);
pw = (cos(float(j)*step)*float(i));
ph = (sin(float(j)*step)*float(i));
p = 1.0;
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
j = 4; //////
step = PI*2.0 / float(ringsamples);
pw = (cos(float(j)*step)*float(i));
ph = (sin(float(j)*step)*float(i));
p = 1.0;
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
j = 5; //////
step = PI*2.0 / float(ringsamples);
pw = (cos(float(j)*step)*float(i));
ph = (sin(float(j)*step)*float(i));
p = 1.0;
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
j = 6; //////
step = PI*2.0 / float(ringsamples);
pw = (cos(float(j)*step)*float(i));
ph = (sin(float(j)*step)*float(i));
p = 1.0;
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
j = 7; //////
step = PI*2.0 / float(ringsamples);
pw = (cos(float(j)*step)*float(i));
ph = (sin(float(j)*step)*float(i));
p = 1.0;
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
j = 8; //////
step = PI*2.0 / float(ringsamples);
pw = (cos(float(j)*step)*float(i));
ph = (sin(float(j)*step)*float(i));
p = 1.0;
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
//------
col /= s;
}
// Show focus
//col = debugFocus(col, blur, depth);
// Vignetting
col *= vignette();
gl_FragColor = vec4(col, 1.0);
}

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#version 450
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D tex;
uniform sampler2D gbuffer0;
uniform sampler2D gbuffer1;
uniform sampler2D gbuffer2;
const float focus_depth = 0.3;
in vec2 texCoord;
vec4 sampleBox(float u, float v, float size) {
vec4 color = vec4(0.0,0.0,0.0,0.0);
color += texture(tex, vec2(texCoord.x - size, texCoord.y - size)) * 0.075;
color += texture(tex, vec2(texCoord.x, texCoord.y - size)) * 0.1;
color += texture(tex, vec2(texCoord.x + size, texCoord.y - size)) * 0.075;
color += texture(tex, vec2(texCoord.x - size, texCoord.y)) * 0.1;
color += texture(tex, vec2(texCoord.x, texCoord.y)) * 0.30;
color += texture(tex, vec2(texCoord.x + size, texCoord.y)) * 0.1;
color += texture(tex, vec2(texCoord.x - size, texCoord.y + size)) * 0.075;
color += texture(tex, vec2(texCoord.x, texCoord.y + size)) * 0.1;
color += texture(tex, vec2(texCoord.x + size, texCoord.y + size)) * 0.075;
return color;
}
void main() {
float depth = texture(gbuffer0, texCoord).a;
float blur_amount = abs(depth-_u1);
if(depth < depth-_u1) {
blur_amount *= 10.0;
}
blur_amount = clamp(blur_amount, 0.0, 1.0);
vec4 baseColor = texture(tex, texCoord);
vec4 blurredColor = vec4(0.0,0.0,0.0,0.0);
float blurSize = 0.005*blur_amount;
blurredColor = 0.75*sampleBox(texCoord.x, texCoord.y, blurSize*0.5) + 0.25*sampleBox(texCoord.x, texCoord.y, blurSize*1.0);
gl_FragColor = baseColor * (1.0 - blur_amount) + blurredColor * blur_amount;
}

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{
"contexts": [
{
"id": "dof_pass",
"params": [
{
"id": "depth_write",
"value": "true"
},
{
"id": "compare_mode",
"value": "always"
},
{
"id": "cull_mode",
"value": "none"
},
{
"id": "blend_source",
"value": "blend_one"
},
{
"id": "blend_destination",
"value": "blend_zero"
}
],
"links": [
],
"texture_params": [],
"vertex_shader": "dof_pass.vert.glsl",
"fragment_shader": "dof_pass.frag.glsl"
}
]
}

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#version 450
#ifdef GL_ES
precision highp float;
#endif
in vec2 pos;
out vec2 texCoord;
const vec2 madd = vec2(0.5, 0.5);
void main() {
// Scale vertex attribute to [0-1] range
texCoord = pos.xy * madd + madd;
gl_Position = vec4(pos.xy, 0.0, 1.0);
}