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