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