bgfx/examples/45-bokeh/fs_bokeh_dof_debug.sc
elvencache 7f758a06a7
Improve Bokeh example (#2377)
* display bokeh sample pattern, add bokeh shape, improve look

draw sample pattern to texture and display in ui to see number of samples and their arrangment

add bokeh shape controls

remove adhoc 'sqrt' pattern since display makes existing pattern easier to understand and it looks nicer.

switch to floating point color texture and leave lighting results in linear space until after dof is performed. provides better results and bright spots can make more noticeable bokeh shapes.

change default values to use take more samples at reduced resolution so initial experience when loading the sample is better looking image

* update screenshot, minor change to ui

fix height of ui element so scrollbar not required by default layout
update screenshot

* fix typo in texturev

atleast, i'm pretty sure that's a typo don't see a reason to set width twice
2021-02-04 20:28:54 -08:00

45 lines
1.0 KiB
Scala

$input v_texcoord0
/*
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
#include "parameters.sh"
#include "bokeh_dof.sh"
SAMPLER2D(s_color, 0);
SAMPLER2D(s_depth, 1);
void main()
{
vec2 texCoord = v_texcoord0.xy;
// desaturate color to make tinted color stand out
vec3 color = texture2D(s_color, texCoord).xyz;
color = toGamma(color);
color = vec3_splat(dot(color, vec3(0.33, 0.34, 0.33)));
// get circle of confusion from depth
float depth = texture2D(s_depth, texCoord).x;
float circleOfConfusion = GetCircleOfConfusion(depth, u_focusPoint, u_focusScale);
// apply tint color to debug where blur applied
vec3 tintColor;
if (circleOfConfusion < 0.0)
{
// tint foreground orange
tintColor = vec3(187.0, 61.0, 7.0) / 255.0;
}
else
{
// tint background blue
tintColor = vec3(11.0, 89.0, 138.0) / 255.0;
}
tintColor *= color;
color = mix(color, tintColor, abs(circleOfConfusion));
gl_FragColor = vec4(color, 1.0);
}