mirror of https://github.com/bkaradzic/bgfx
177 lines
4.8 KiB
Bash
177 lines
4.8 KiB
Bash
/*
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* Copyright 2021 elven cache. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
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*/
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#ifndef BOKEH_DOF_SH
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#define BOKEH_DOF_SH
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#define TWO_PI (6.28318531)
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#define GOLDEN_ANGLE (2.39996323)
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#define MAX_BLUR_SIZE (20.0)
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#define RADIUS_SCALE (0.5)
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float ShadertoyNoise (vec2 uv) {
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return fract(sin(dot(uv.xy, vec2(12.9898,78.233))) * 43758.5453123);
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}
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float GetCircleOfConfusion (float depth, float focusPoint, float focusScale)
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{
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// if depth is less than focusPoint, result will be negative. want to keep this
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// relationship so comparison of (signed) blur size is same as comparing depth.
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return clamp((1.0/focusPoint - 1.0/depth) * focusScale, -1.0, 1.0);
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}
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float GetBlurSize (float depth, float focusPoint, float focusScale)
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{
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float circleOfConfusion = GetCircleOfConfusion(depth, focusPoint, focusScale);
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return circleOfConfusion * u_maxBlurSize;
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}
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// this is the function at bottom of blog post...
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//vec3 OriginalDepthOfField (vec2 texCoord, float focusPoint, float focusScale)
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//{
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// float depth = texture2D(s_depth, texCoord).x;
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// float centerSize = GetBlurSize(depth, focusPoint, focusScale);
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// vec3 color = texture2D(s_color, texCoord).xyz;
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//
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// float total = 1.0;
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// float radius = RADIUS_SCALE;
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// for (float theta = 0.0; radius < MAX_BLUR_SIZE; theta += GOLDEN_ANGLE)
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// {
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// vec2 spiralCoord = texCoord + vec2(cos(theta), sin(theta)) * u_viewTexel.xy * radius;
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// vec3 sampleColor = texture2D(s_color, spiralCoord).xyz;
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// float sampleDepth = texture2D(s_depth, spiralCoord).x;
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//
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// float sampleSize = GetBlurSize(sampleDepth, focusPoint, focusScale);
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// if (sampleDepth > depth)
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// {
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// sampleSize = clamp(sampleSize, 0.0, centerSize*2.0);
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// }
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// float m = smoothstep(radius-0.5, radius+0.5, sampleSize);
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// color += mix(color/total, sampleColor, m);
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// total += 1.0;
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// radius += RADIUS_SCALE/radius;
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// }
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// return color * (1.0/total);
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//}
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void GetColorAndBlurSize (
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sampler2D samplerColor,
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sampler2D samplerDepth,
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vec2 texCoord,
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float focusPoint,
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float focusScale,
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out vec3 outColor,
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out float outBlurSize
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) {
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#if USE_PACKED_COLOR_AND_BLUR
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vec4 colorAndBlurSize = texture2DLod(samplerColor, texCoord, 0);
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vec3 color = colorAndBlurSize.xyz;
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float blurSize = colorAndBlurSize.w;
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outColor = color;
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outBlurSize = blurSize;
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#else
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vec3 color = texture2DLod(samplerColor, texCoord, 0).xyz;
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float depth = texture2DLod(samplerDepth, texCoord, 0).x;
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float blurSize = GetBlurSize(depth, focusPoint, focusScale);
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outColor = color;
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outBlurSize = blurSize;
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#endif
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}
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float BokehShapeFromAngle (float lobeCount, float radiusMin, float radiusDelta2x, float rotation, float angle)
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{
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// don't shape for 0, 1 blades...
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if (lobeCount <= 1.0f)
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{
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return 1.0f;
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}
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// divide edge into some number of lobes
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float invPeriod = lobeCount / (2.0 * 3.1415926);
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float periodFraction = fract(angle * invPeriod + rotation);
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// apply triangle shape to each lobe to approximate blades of a camera aperture
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periodFraction = abs(periodFraction - 0.5);
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return periodFraction*radiusDelta2x + radiusMin;
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}
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vec4 DepthOfField(
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sampler2D samplerColor,
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sampler2D samplerDepth,
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vec2 texCoord,
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float focusPoint,
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float focusScale
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) {
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vec3 color;
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float centerSize;
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GetColorAndBlurSize(
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samplerColor,
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samplerDepth,
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texCoord,
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focusPoint,
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focusScale,
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/*out*/color,
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/*out*/centerSize);
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float absCenterSize = abs(centerSize);
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// as sample count gets lower, visible banding. disrupt with noise.
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// use a better random/noise/dither function than this..
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vec2 pixelCoord = texCoord.xy * u_viewRect.zw;
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float random = ShadertoyNoise(pixelCoord + vec2(314.0, 159.0)*u_frameIdx);
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float theta = random * TWO_PI;
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float thetaStep = GOLDEN_ANGLE;
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float total = 1.0;
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float totalSampleSize = 0.0;
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float loopValue = u_radiusScale;
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float loopEnd = u_maxBlurSize;
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while (loopValue < loopEnd)
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{
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float radius = loopValue;
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float shapeScale = BokehShapeFromAngle(
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u_lobeCount,
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u_lobeRadiusMin,
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u_lobeRadiusDelta2x,
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u_lobeRotation,
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theta);
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vec2 spiralCoord = texCoord + vec2(cos(theta), sin(theta)) * u_viewTexel.xy * (radius * shapeScale);
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vec3 sampleColor;
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float sampleSize;
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GetColorAndBlurSize(
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samplerColor,
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samplerDepth,
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spiralCoord,
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focusPoint,
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focusScale,
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/*out*/sampleColor,
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/*out*/sampleSize);
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float absSampleSize = abs(sampleSize);
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// using signed sample size as proxy for depth comparison
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if (sampleSize > centerSize)
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{
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absSampleSize = clamp(absSampleSize, 0.0, absCenterSize*2.0);
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}
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float m = smoothstep(radius-0.5, radius+0.5, absSampleSize);
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color += mix(color/total, sampleColor, m);
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totalSampleSize += absSampleSize;
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total += 1.0;
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theta += thetaStep;
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loopValue += (u_radiusScale/loopValue);
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}
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color *= 1.0/total;
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float averageSampleSize = totalSampleSize / (total-1.0);
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return vec4(color, averageSampleSize);
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}
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#endif
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