diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/effects')
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 |