forked from LeenkxTeam/LNXSDK
Patch_2
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@ -8,10 +8,10 @@
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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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const int samples = 6; // Samples on the first ring
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const int samples = 8; // 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 coc = 0.03; // 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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@ -55,21 +55,26 @@ vec3 dof(
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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 a = (o > f) ? (o * f) / (o - f) : 0.0;
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float b = (d > f) ? (d * f) / (d - f) : 0.0;
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float sensorSize = max(DOFFStop, 10.0);
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float c = (d - f) / (d * sensorSize * 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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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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vec3 sharpCol = textureLod(tex, texCoord, 0.0).rgb;
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vec3 col = sharpCol;
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float blurThreshold = 0.02;
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float blurRange = 0.06;
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if (blur > blurThreshold) {
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float blurAmount = smoothstep(blurThreshold, blurThreshold + blurRange, blur);
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vec3 blurredCol = sharpCol;
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float s = 1.0;
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int ringsamples;
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@ -81,11 +86,12 @@ vec3 dof(
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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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blurredCol += 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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blurredCol /= s;
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col = mix(sharpCol, blurredCol, blurAmount);
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}
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return col;
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}
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