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-rw-r--r--servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp21
-rw-r--r--servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl18
2 files changed, 24 insertions, 15 deletions
diff --git a/servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp
index f1ab55e7bf..ff3f6f294b 100644
--- a/servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp
+++ b/servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp
@@ -416,9 +416,6 @@ void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, con
bokeh.push_constant.blur_near_begin = p_dof_near_begin;
bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size);
- bokeh.push_constant.size[0] = p_base_texture_size.x;
- bokeh.push_constant.size[1] = p_base_texture_size.y;
-
bokeh.push_constant.z_near = p_cam_znear;
bokeh.push_constant.z_far = p_cam_zfar;
bokeh.push_constant.orthogonal = p_cam_orthogonal;
@@ -432,10 +429,12 @@ void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, con
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
int32_t x_groups = (p_base_texture_size.x - 1) / 8 + 1;
int32_t y_groups = (p_base_texture_size.y - 1) / 8 + 1;
+ bokeh.push_constant.size[0] = p_base_texture_size.x;
+ bokeh.push_constant.size[1] = p_base_texture_size.y;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
@@ -446,10 +445,12 @@ void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, con
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 2);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
x_groups = ((p_base_texture_size.x >> 1) - 1) / 8 + 1;
y_groups = ((p_base_texture_size.y >> 1) - 1) / 8 + 1;
+ bokeh.push_constant.size[0] = p_base_texture_size.x >> 1;
+ bokeh.push_constant.size[1] = p_base_texture_size.y >> 1;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
@@ -459,10 +460,12 @@ void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, con
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_bokeh_texture), 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
x_groups = (p_base_texture_size.x - 1) / 8 + 1;
y_groups = (p_base_texture_size.y - 1) / 8 + 1;
+ bokeh.push_constant.size[0] = p_base_texture_size.x;
+ bokeh.push_constant.size[1] = p_base_texture_size.y;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
diff --git a/servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl b/servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl
index 7042b72d2a..83e77a19fc 100644
--- a/servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl
+++ b/servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl
@@ -64,7 +64,7 @@ float get_depth_at_pos(vec2 uv) {
float get_blur_size(float depth) {
if (params.blur_near_active && depth < params.blur_near_begin) {
- return smoothstep(params.blur_near_end,params.blur_near_begin,depth) * params.blur_size;
+ return (1.0 - smoothstep(params.blur_near_end,params.blur_near_begin,depth) ) * params.blur_size;
}
if (params.blur_far_active && depth > params.blur_far_begin) {
@@ -86,9 +86,11 @@ void main() {
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);
@@ -100,12 +102,15 @@ void main() {
#ifdef MODE_GEN_BOKEH
+ pixel_size*=0.5; //resolution is doubled
+
+ uv+=pixel_size * 0.5; //half pixel to read centers
+
float depth = get_depth_at_pos(uv);
float size = get_blur_size(depth);
vec4 color = texture(color_texture,uv);
float accum = 1.0;
float radius = params.blur_scale;
- vec2 pixel_size = 1.0/vec2(params.size);
for (float ang = 0.0; radius < params.blur_size; ang += GOLDEN_ANGLE) {
@@ -119,7 +124,7 @@ void main() {
float m = smoothstep(radius-0.5, radius+0.5, sample_color.a);
color += mix(color/accum, sample_color, m);
accum += 1.0;
- radius += params.blur_size/radius;
+ radius += params.blur_scale/radius;
}
color /= accum;
@@ -129,11 +134,12 @@ void main() {
#ifdef MODE_COMPOSITE_BOKEH
+ uv+=pixel_size * 0.5;
vec4 color = imageLoad(color_image,pos);
vec4 bokeh = texture(source_bokeh,uv);
- if (max(color.a,bokeh.a) > 0.5) { //there is some blur in this pixel, so use bokeh
- color = bokeh;
- }
+
+ color.rgb = mix(color.rgb,bokeh.rgb,min(1.0,max(color.a,bokeh.a))); //blend between hires and lowres
+
color.a=0; //reset alpha
imageStore(color_image,pos,color);
#endif