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-rw-r--r--servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl18
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl18
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/tonemap.glsl4
7 files changed, 43 insertions, 10 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
index 96f5c3e9f2..cb06250cf2 100644
--- a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
@@ -129,7 +129,7 @@ void main() {
#ifdef GLOW_USE_AUTO_EXPOSURE
- frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
+ frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_scale;
#endif
frag_color *= blur.glow_exposure;
diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl
index 730504571a..06ca198f37 100644
--- a/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl
@@ -16,7 +16,7 @@ layout(push_constant, std430) uniform Blur {
float glow_exposure; // 04 - 36
float glow_white; // 04 - 40
float glow_luminance_cap; // 04 - 44
- float glow_auto_exposure_grey; // 04 - 48
+ float glow_auto_exposure_scale; // 04 - 48
float luminance_multiplier; // 04 - 52
float res1; // 04 - 56
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
index 0b43af7738..bdf84bb03a 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
@@ -41,11 +41,25 @@ float get_depth_at_pos(vec2 uv) {
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.use_physical_near) {
+ // Physically-based.
+ float d = abs(params.blur_near_begin - depth);
+ return -(d / (params.blur_near_begin - d)) * params.blur_size_near - DEPTH_GAP; // Near blur is negative.
+ } else {
+ // Non-physically-based.
+ 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;
+ if (params.use_physical_far) {
+ // Physically-based.
+ float d = abs(params.blur_far_begin - depth);
+ return (d / (params.blur_far_begin + d)) * params.blur_size_far + DEPTH_GAP;
+ } else {
+ // Non-physically-based.
+ return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
+ }
}
return 0.0;
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl
index b90a527554..4a2b0edc18 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl
@@ -20,6 +20,11 @@ layout(push_constant, std430) uniform Params {
bool use_jitter;
float jitter_seed;
+ bool use_physical_near;
+ bool use_physical_far;
+
+ float blur_size_near;
+ float blur_size_far;
uint pad[2];
}
params;
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
index a06cacfabe..a2bdc2e90e 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
@@ -63,11 +63,25 @@ float get_depth_at_pos(vec2 uv) {
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.use_physical_near) {
+ // Physically-based.
+ float d = abs(params.blur_near_begin - depth);
+ return -(d / (params.blur_near_begin - d)) * params.blur_size_near - DEPTH_GAP; // Near blur is negative.
+ } else {
+ // Non-physically-based.
+ 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;
+ if (params.use_physical_far) {
+ // Physically-based.
+ float d = abs(params.blur_far_begin - depth);
+ return (d / (params.blur_far_begin + d)) * params.blur_size_far + DEPTH_GAP;
+ } else {
+ // Non-physically-based.
+ return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
+ }
}
return 0.0;
diff --git a/servers/rendering/renderer_rd/shaders/effects/copy.glsl b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
index 3a4ef86ef0..bfe329b8ec 100644
--- a/servers/rendering/renderer_rd/shaders/effects/copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
@@ -31,7 +31,7 @@ layout(push_constant, std430) uniform Params {
float glow_exposure;
float glow_white;
float glow_luminance_cap;
- float glow_auto_exposure_grey;
+ float glow_auto_exposure_scale;
// DOF.
float camera_z_far;
float camera_z_near;
@@ -185,7 +185,7 @@ void main() {
if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
#ifdef GLOW_USE_AUTO_EXPOSURE
- color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_grey;
+ color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_scale;
#endif
color *= params.glow_exposure;
diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
index 62a7b0e7d7..e459756c6a 100644
--- a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
@@ -75,7 +75,7 @@ layout(push_constant, std430) uniform Params {
float exposure;
float white;
- float auto_exposure_grey;
+ float auto_exposure_scale;
float luminance_multiplier;
vec2 pixel_size;
@@ -440,7 +440,7 @@ void main() {
#ifndef SUBPASS
if (params.use_auto_exposure) {
- exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r * params.luminance_multiplier / params.auto_exposure_grey);
+ exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r * params.luminance_multiplier / params.auto_exposure_scale);
}
#endif