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							| @ -0,0 +1,92 @@ | ||||
| // DoF with bokeh GLSL shader by Martins Upitis (martinsh) (devlog-martinsh.blogspot.com) | ||||
| // Creative Commons Attribution 3.0 Unported License | ||||
|  | ||||
| #include "compiled.inc" | ||||
| #include "std/math.glsl" | ||||
|  | ||||
| // const float compoDOFDistance = 10.0; // Focal distance value in meters | ||||
| // const float compoDOFLength = 160.0; // Focal length in mm 18-200 | ||||
| // const float compoDOFFstop = 128.0; // F-stop value | ||||
|  | ||||
| const int samples = 6; // Samples on the first ring | ||||
| const int rings = 6; // Ring count | ||||
| const vec2 focus = vec2(0.5, 0.5); | ||||
| const float coc = 0.11; // Circle of confusion size in mm (35mm film = 0.03mm) | ||||
| const float maxblur = 1.0; | ||||
| const float threshold = 0.5; // Highlight threshold | ||||
| const float gain = 2.0; // Highlight gain | ||||
| const float bias = 0.5; // Bokeh edge bias | ||||
| const float fringe = 0.7; // Bokeh chromatic aberration/fringing | ||||
| const float namount = 0.0001; // Dither amount | ||||
|  | ||||
| vec3 color(vec2 coords, const float blur, const sampler2D tex, const vec2 texStep) { | ||||
| 	vec3 col = vec3(0.0); | ||||
| 	col.r = textureLod(tex, coords + vec2(0.0, 1.0) * texStep * fringe * blur, 0.0).r; | ||||
| 	col.g = textureLod(tex, coords + vec2(-0.866, -0.5) * texStep * fringe * blur, 0.0).g; | ||||
| 	col.b = textureLod(tex, coords + vec2(0.866, -0.5) * texStep * fringe * blur, 0.0).b; | ||||
| 	 | ||||
| 	const 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); | ||||
| } | ||||
|  | ||||
| vec3 dof( | ||||
| 	const vec2 texCoord,  | ||||
| 	const float gdepth,  | ||||
| 	const sampler2D tex,  | ||||
| 	const sampler2D gbufferD,  | ||||
| 	const vec2 texStep,  | ||||
| 	const vec2 cameraProj,  | ||||
| 	const bool autoFocus,  | ||||
| 	const float DOFDistance,  | ||||
| 	const float DOFLength,  | ||||
| 	const float DOFFStop) { | ||||
|  | ||||
| 	float depth = linearize(gdepth, cameraProj); | ||||
| 	float fDepth = 0.0; | ||||
|  | ||||
| 	if(autoFocus) { | ||||
| 		fDepth = linearize(textureLod(gbufferD, focus, 0.0).r * 2.0 - 1.0, cameraProj); | ||||
| 	} else { | ||||
| 		fDepth = DOFDistance; | ||||
| 	} | ||||
|  | ||||
| 	float f = DOFLength; // 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 * DOFFStop * coc);  | ||||
| 	float blur = abs(a - b) * c; | ||||
| 	blur = clamp(blur, 0.0, 1.0); | ||||
| 	 | ||||
| 	vec2 noise = rand2(texCoord) * namount * blur; | ||||
| 	float w = (texStep.x) * blur * maxblur + noise.x; | ||||
| 	float h = (texStep.y) * blur * maxblur + noise.y; | ||||
| 	vec3 col = vec3(0.0); | ||||
| 	if (blur < 0.05) { | ||||
| 		col = textureLod(tex, texCoord, 0.0).rgb; | ||||
| 	} | ||||
| 	else { | ||||
| 		col = textureLod(tex, texCoord, 0.0).rgb; | ||||
| 		float s = 1.0; | ||||
| 		int ringsamples; | ||||
| 		 | ||||
| 		for (int i = 1; i <= rings; ++i) {    | ||||
| 			ringsamples = i * samples; | ||||
| 			for (int j = 0 ; j < ringsamples; ++j) { | ||||
| 				float step = PI2 / 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 + vec2(pw * w, ph * h), blur, tex, texStep) * mix(1.0, (float(i)) / (float(rings)), bias) * p;   | ||||
| 				s += 1.0 * mix(1.0, (float(i)) / (float(rings)), bias) * p;   | ||||
| 			} | ||||
| 		} | ||||
| 		col /= s; | ||||
| 	} | ||||
| 	return col; | ||||
| } | ||||
|  | ||||
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