#[compute] #version 450 VERSION_DEFINES #define BLOCK_SIZE 8 layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in; #ifdef MODE_GEN_BLUR_SIZE layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image; layout(set = 1, binding = 0) uniform sampler2D source_depth; #endif #if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL) || defined(MODE_BOKEH_CIRCULAR) layout(set = 1, binding = 0) uniform sampler2D color_texture; layout(rgba16f, set = 0, binding = 0) uniform restrict writeonly image2D bokeh_image; #endif #ifdef MODE_COMPOSITE_BOKEH layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image; layout(set = 1, binding = 0) uniform sampler2D source_bokeh; #endif // based on https://www.shadertoy.com/view/Xd3GDl layout(push_constant, binding = 1, std430) uniform Params { ivec2 size; float z_far; float z_near; bool orthogonal; float blur_size; float blur_scale; int blur_steps; bool blur_near_active; float blur_near_begin; float blur_near_end; bool blur_far_active; float blur_far_begin; float blur_far_end; bool second_pass; bool half_size; bool use_jitter; float jitter_seed; uint pad[2]; } params; //used to work around downsampling filter #define DEPTH_GAP 0.0 #ifdef MODE_GEN_BLUR_SIZE float get_depth_at_pos(vec2 uv) { float depth = textureLod(source_depth, uv, 0.0).x; if (params.orthogonal) { depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0; } else { depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near)); } return depth; } float get_blur_size(float depth) { if (params.blur_near_active && depth < params.blur_near_begin) { return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; //near blur is negative } if (params.blur_far_active && depth > params.blur_far_begin) { return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP; } return 0.0; } #endif const float GOLDEN_ANGLE = 2.39996323; //note: uniform pdf rand [0;1[ float hash12n(vec2 p) { p = fract(p * vec2(5.3987, 5.4421)); p += dot(p.yx, p.xy + vec2(21.5351, 14.3137)); return fract(p.x * p.y * 95.4307); } #if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL) vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) { dir *= pixel_size; vec4 color = texture(color_texture, uv); vec4 accum = color; float total = 1.0; float blur_scale = params.blur_size / float(params.blur_steps); if (params.use_jitter) { uv += dir * (hash12n(uv + params.jitter_seed) - 0.5); } for (int i = -params.blur_steps; i <= params.blur_steps; i++) { if (i == 0) { continue; } float radius = float(i) * blur_scale; vec2 suv = uv + dir * radius; radius = abs(radius); vec4 sample_color = texture(color_texture, suv); float limit; if (sample_color.a < color.a) { limit = abs(sample_color.a); } else { limit = abs(color.a); } limit -= DEPTH_GAP; float m = smoothstep(radius - 0.5, radius + 0.5, limit); accum += mix(color, sample_color, m); total += 1.0; } return accum / total; } #endif void main() { ivec2 pos = ivec2(gl_GlobalInvocationID.xy); if (any(greaterThan(pos, params.size))) { //too large, do nothing return; } vec2 pixel_size = 1.0 / vec2(params.size); vec2 uv = vec2(pos) / vec2(params.size); #ifdef MODE_GEN_BLUR_SIZE uv += pixel_size * 0.5; //precompute size in alpha channel float depth = get_depth_at_pos(uv); float size = get_blur_size(depth); vec4 color = imageLoad(color_image, pos); color.a = size; imageStore(color_image, pos, color); #endif #ifdef MODE_BOKEH_BOX //pixel_size*=0.5; //resolution is doubled if (params.second_pass || !params.half_size) { uv += pixel_size * 0.5; //half pixel to read centers } else { uv += pixel_size * 0.25; //half pixel to read centers from full res } vec2 dir = (params.second_pass ? vec2(0.0, 1.0) : vec2(1.0, 0.0)); vec4 color = weighted_filter_dir(dir, uv, pixel_size); imageStore(bokeh_image, pos, color); #endif #ifdef MODE_BOKEH_HEXAGONAL //pixel_size*=0.5; //resolution is doubled if (params.second_pass || !params.half_size) { uv += pixel_size * 0.5; //half pixel to read centers } else { uv += pixel_size * 0.25; //half pixel to read centers from full res } vec2 dir = (params.second_pass ? normalize(vec2(1.0, 0.577350269189626)) : vec2(0.0, 1.0)); vec4 color = weighted_filter_dir(dir, uv, pixel_size); if (params.second_pass) { dir = normalize(vec2(-1.0, 0.577350269189626)); vec4 color2 = weighted_filter_dir(dir, uv, pixel_size); color.rgb = min(color.rgb, color2.rgb); color.a = (color.a + color2.a) * 0.5; } imageStore(bokeh_image, pos, color); #endif #ifdef MODE_BOKEH_CIRCULAR if (params.half_size) { pixel_size *= 0.5; //resolution is doubled } uv += pixel_size * 0.5; //half pixel to read centers vec4 color = texture(color_texture, uv); float accum = 1.0; float radius = params.blur_scale; for (float ang = 0.0; radius < params.blur_size; ang += GOLDEN_ANGLE) { vec2 suv = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius; vec4 sample_color = texture(color_texture, suv); float sample_size = abs(sample_color.a); if (sample_color.a > color.a) { sample_size = clamp(sample_size, 0.0, abs(color.a) * 2.0); } float m = smoothstep(radius - 0.5, radius + 0.5, sample_size); color += mix(color / accum, sample_color, m); accum += 1.0; radius += params.blur_scale / radius; } color /= accum; imageStore(bokeh_image, pos, color); #endif #ifdef MODE_COMPOSITE_BOKEH uv += pixel_size * 0.5; vec4 color = imageLoad(color_image, pos); vec4 bokeh = texture(source_bokeh, uv); float mix_amount; if (bokeh.a < color.a) { mix_amount = min(1.0, max(0.0, max(abs(color.a), abs(bokeh.a)) - DEPTH_GAP)); } else { mix_amount = min(1.0, max(0.0, abs(color.a) - DEPTH_GAP)); } color.rgb = mix(color.rgb, bokeh.rgb, mix_amount); //blend between hires and lowres color.a = 0; //reset alpha imageStore(color_image, pos, color); #endif }