Files
Nuake/Data/Shaders/dof.shader
2025-01-31 18:04:43 -05:00

365 lines
9.8 KiB
GLSL

#shader vertex
#version 440 core
layout(location = 0) in vec3 VertexPosition;
layout(location = 1) in vec2 UVPosition;
out flat vec2 texcoord;
void main()
{
texcoord = UVPosition;
gl_Position = vec4(VertexPosition, 1.0f);
}
#shader fragment
#version 440 core
/*
DoF with bokeh GLSL shader v2.4
by Martins Upitis (martinsh) (devlog-martinsh.blogspot.com)
----------------------
The shader is Blender Game Engine ready, but it should be quite simple to adapt for your engine.
This work is licensed under a Creative Commons Attribution 3.0 Unported License.
So you are free to share, modify and adapt it for your needs, and even use it for commercial use.
I would also love to hear about a project you are using it.
Have fun,
Martins
----------------------
changelog:
2.4:
- physically accurate DoF simulation calculated from "focalDepth" ,"focalLength", "f-stop" and "CoC" parameters.
- option for artist controlled DoF simulation calculated only from "focalDepth" and individual controls for near and far blur
- added "circe of confusion" (CoC) parameter in mm to accurately simulate DoF with different camera sensor or film sizes
- cleaned up the code
- some optimization
2.3:
- new and physically little more accurate DoF
- two extra input variables - focal length and aperture iris diameter
- added a debug visualization of focus point and focal range
2.1:
- added an option for pentagonal bokeh shape
- minor fixes
2.0:
- variable sample count to increase quality/performance
- option to blur depth buffer to reduce hard edges
- option to dither the samples with noise or pattern
- bokeh chromatic aberration/fringing
- bokeh bias to bring out bokeh edges
- image thresholding to bring out highlights when image is out of focus
*/
smooth in vec2 texcoord;
uniform sampler2D renderTex;
uniform sampler2D depthTex;
//uniform float renderTexWidth;
//uniform float renderTexHeight;
#define PI 3.14159265
//float width = renderTexWidth; //texture width
//float height = renderTexHeight; //texture height
uniform float width = 900; //texture width
uniform float height = 600; //texture height
//uniform variables from external script
/*
uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below
uniform float focalLength; //focal length in mm
uniform float fstop; //f-stop value
uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)
*/
uniform float focalDepth = 1.5;
uniform float focalLength = 12.0;
uniform float fstop = 2.0;
uniform bool showFocus = false;
/*
make sure that these two values are the same for your camera, otherwise distances will be wrong.
*/
uniform float znear = 0.001f; //camera clipping start
uniform float zfar = 1000.0; //camera clipping end
//------------------------------------------
//user variables
uniform int samples = 3; //samples on the first ring
uniform int rings = 3; //ring count
uniform bool manualdof = true; //manual dof calculation
uniform float ndofstart = 1.0; //near dof blur start
uniform float ndofdist = 2.0; //near dof blur falloff distance
uniform float fdofstart = 1.0; //far dof blur start
uniform float fdofdist = 3.0; //far dof blur falloff distance
uniform float CoC = 0.03;//circle of confusion size in mm (35mm film = 0.03mm)
uniform bool autofocus = false; //use autofocus in shader? disable if you use external focalDepth value
uniform vec2 focus = vec2(0.5, 0.5); // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
uniform float maxblur = 0.0; //clamp value of max blur (0.0 = no blur,1.0 default)
uniform float threshold = 0.7; //highlight threshold;
uniform float gain = 100.0; //highlight gain;
uniform float bias = 0.5; //bokeh edge bias
uniform float fringe = 0.7; //bokeh chromatic aberration/fringing
uniform bool noise = true; //use noise instead of pattern for sample dithering
uniform float namount = 0.0000001; //dither amount
uniform bool depthblur = true; //blur the depth buffer?
uniform float dbsize = 1.25; //depthblursize
/*
next part is experimental
not looking good with small sample and ring count
looks okay starting from samples = 4, rings = 4
*/
uniform bool pentagon = true; //use pentagon as bokeh shape?
uniform float feather = 1.0; //pentagon shape feather
//------------------------------------------
float penta(vec2 coords) //pentagonal shape
{
float scale = float(rings);
vec4 HS0 = vec4(1.0, 0.0, 0.0, 1.0);
vec4 HS1 = vec4(0.309016994, 0.951056516, 0.0, 1.0);
vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
vec4 HS3 = vec4(-0.809016994, -0.587785252, 0.0, 1.0);
vec4 HS4 = vec4(0.309016994, -0.951056516, 0.0, 1.0);
vec4 HS5 = vec4(0.0, 0.0, 1.0, 1.0);
vec4 one = vec4(1.0);
vec4 P = vec4((coords), vec2(scale, scale));
vec4 dist = vec4(0.0);
float inorout = -4.0;
dist.x = dot(P, HS0);
dist.y = dot(P, HS1);
dist.z = dot(P, HS2);
dist.w = dot(P, HS3);
dist = smoothstep(-feather, feather, dist);
inorout += dot(dist, one);
dist.x = dot(P, HS4);
dist.y = HS5.w - abs(P.z);
dist = smoothstep(-feather, feather, dist);
inorout += dist.x;
return clamp(inorout, 0.0, 1.0);
}
float bdepth(vec2 coords) //blurring depth
{
float d = 0.0;
float kernel[9];
vec2 offset[9];
vec2 texel = vec2(1.0 / width, 1.0 / height);
vec2 wh = vec2(texel.x, texel.y) * dbsize;
offset[0] = vec2(-wh.x, -wh.y);
offset[1] = vec2(0.0, -wh.y);
offset[2] = vec2(wh.x - wh.y);
offset[3] = vec2(-wh.x, 0.0);
offset[4] = vec2(0.0, 0.0);
offset[5] = vec2(wh.x, 0.0);
offset[6] = vec2(-wh.x, wh.y);
offset[7] = vec2(0.0, wh.y);
offset[8] = vec2(wh.x, wh.y);
kernel[0] = 1.0 / 16.0; kernel[1] = 2.0 / 16.0; kernel[2] = 1.0 / 16.0;
kernel[3] = 2.0 / 16.0; kernel[4] = 4.0 / 16.0; kernel[5] = 2.0 / 16.0;
kernel[6] = 1.0 / 16.0; kernel[7] = 2.0 / 16.0; kernel[8] = 1.0 / 16.0;
for (int i = 0; i < 9; i++)
{
float tmp = texture2D(depthTex, coords + offset[i]).r;
d += tmp * kernel[i];
}
return d;
}
vec3 color(vec2 coords, float blur) //processing the sample
{
vec3 col = vec3(0.0);
vec2 texel = vec2(1.0 / width, 1.0 / height);
col.r = texture2D(renderTex, coords + vec2(0.0, 1.0) * texel * fringe * blur).r;
col.g = texture2D(renderTex, coords + vec2(-0.866, -0.5) * texel * fringe * blur).g;
col.b = texture2D(renderTex, coords + vec2(0.866, -0.5) * texel * fringe * blur).b;
vec3 lumcoeff = vec3(0.299, 0.587, 0.114);
float lum = dot(col.rgb, lumcoeff);
float thresh = max((lum - threshold) * gain, 0.0);
return col + mix(vec3(0.0), col, thresh * blur);
}
vec2 rand(vec2 coord) //generating noise/pattern texture for dithering
{
float noiseX = ((fract(1.0 - coord.s * (width / 2.0)) * 0.25) + (fract(coord.t * (height / 2.0)) * 0.75)) * 2.0 - 1.0;
float noiseY = ((fract(1.0 - coord.s * (width / 2.0)) * 0.75) + (fract(coord.t * (height / 2.0)) * 0.25)) * 2.0 - 1.0;
if (noise)
{
noiseX = clamp(fract(sin(dot(coord, vec2(12.9898, 78.233))) * 43758.5453), 0.0, 1.0) * 2.0 - 1.0;
noiseY = clamp(fract(sin(dot(coord, vec2(12.9898, 78.233) * 2.0)) * 43758.5453), 0.0, 1.0) * 2.0 - 1.0;
}
return vec2(noiseX, noiseY);
}
vec3 debugFocus(vec3 col, float blur, float depth)
{
float edge = 0.002 * depth; //distance based edge smoothing
float m = clamp(smoothstep(0.0, edge, blur), 0.0, 1.0);
float e = clamp(smoothstep(1.0 - edge, 1.0, blur), 0.0, 1.0);
col = mix(col, vec3(1.0, 0.5, 0.0), (1.0 - m) * 0.6);
col = mix(col, vec3(0.0, 0.5, 1.0), ((1.0 - e) - (1.0 - m)) * 0.2);
return col;
}
float linearize(float depth)
{
return -zfar * znear / (depth * (zfar - znear) - zfar);
}
out vec4 FragColor;
void main()
{
//scene depth calculation
float depth = linearize(texture2D(depthTex, texcoord.xy).x);
if (depthblur)
{
depth = linearize(bdepth(texcoord.xy));
}
//focal plane calculation
float fDepth = focalDepth;
if (autofocus)
{
fDepth = linearize(texture2D(depthTex, focus).x);
}
//dof blur factor calculation
float blur = 0.0;
if (manualdof)
{
float a = depth - fDepth; //focal plane
float b = (a - fdofstart) / fdofdist; //far DoF
float c = (-a - ndofstart) / ndofdist; //near Dof
blur = (a > 0.0) ? b : c;
}
else
{
float f = focalLength; //focal length in mm
float d = fDepth * 1000.0; //focal plane in mm
float o = depth * 1000.0; //depth in mm
float a = (o * f) / (o - f);
float b = (d * f) / (d - f);
float c = (d - f) / (d * fstop * CoC);
blur = abs(a - b) * c;
}
blur = clamp(blur, 0.0, 1.0);
// calculation of pattern for ditering
vec2 noise = rand(texcoord.xy) * namount * blur;
// getting blur x and y step factor
float w = (1.0 / width) * blur * maxblur + noise.x;
float h = (1.0 / height) * blur * maxblur + noise.y;
// calculation of final color
vec3 col = vec3(0.0);
if (blur < 0.05f) //some optimization thingy
{
col = texture(renderTex, texcoord.xy).rgb;
}
else
{
col = texture(renderTex, texcoord.xy).rgb;
float s = 1.0f;
int ringsamples;
for (int i = 1; i <= rings; i += 1)
{
ringsamples = i * samples;
for (int j = 0; j < ringsamples; j += 1)
{
float step = PI * 2.0 / float(ringsamples);
float pw = (cos(float(j) * step) * float(i));
float ph = (sin(float(j) * step) * float(i));
float p = 1.0;
if (pentagon)
{
p = penta(vec2(pw, ph));
}
col += color(texcoord.xy + vec2(pw * w, ph * h), blur) * mix(1.0, (float(i)) / (float(rings)), bias) * p;
s += 1.0 * mix(1.0, (float(i)) / (float(rings)), bias) * p;
}
}
col /= s; //divide by sample count
}
if (showFocus)
{
col = debugFocus(col, blur, depth);
}
//gl_FragColor.rgb = texture(renderTex, texcoord);
FragColor = vec4(col.rgb, 1.0f);
}
/*
uniform sampler2D renderTex;
uniform sampler2D depthTex;
out vec4 color;
smooth in vec2 texcoord;
void main()
{
vec4 c = texture(renderTex, texcoord);
// grabbing values out of the depth buffer causes program to fail.
float z = texture(depthTex, texcoord).x;
color = texture(renderTex, texcoord) + (z * 0.000001);
}
*/