diff options
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl')
-rw-r--r-- | servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl | 258 |
1 files changed, 258 insertions, 0 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl b/servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl new file mode 100644 index 0000000000..7153fe6b17 --- /dev/null +++ b/servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl @@ -0,0 +1,258 @@ +/* clang-format off */ +[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; +/* clang-format on */ + +#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 +} |