354 lines
12 KiB
GLSL
354 lines
12 KiB
GLSL
// 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);
|
|
}
|