LumixEngine/data/pipelines/dof_blur.shd

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include "pipelines/common.glsl"
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vertex_shader [[
layout (binding=0) uniform sampler2D u_source;
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layout(location=0) out vec2 v_uv0;
layout(location=1) out vec4 v_uv1;
layout(location=2) out vec4 v_uv2;
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void main() {
vec2 ts = 1.0/textureSize(u_source, 0);
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vec4 pos = fullscreenQuad(gl_VertexID, v_uv0);
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#ifdef HBLUR
v_uv1 = vec4(
v_uv0.x + 1.3846153846 * ts.x, v_uv0.y,
v_uv0.x + 3.2307692308 * ts.x, v_uv0.y
);
v_uv2 = vec4(
v_uv0.x - 1.3846153846 * ts.x, v_uv0.y,
v_uv0.x - 3.2307692308 * ts.x, v_uv0.y
);
#else
v_uv1 = vec4(
v_uv0.x, v_uv0.y + 1.3846153846 * ts.y,
v_uv0.x, v_uv0.y + 3.2307692308 * ts.y
);
v_uv2 = vec4(
v_uv0.x, v_uv0.y - 1.3846153846 * ts.y,
v_uv0.x, v_uv0.y - 3.2307692308 * ts.y
);
#endif
gl_Position = pos;
}
]]
fragment_shader [[
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#define DOF_NEAR_BLUR u_blur_args.x
#define DOF_NEAR_SHARP u_blur_args.y
#define DOF_FAR_SHARP u_blur_args.z
#define DOF_FAR_BLUR u_blur_args.w
layout(std140, binding = 4) uniform Drawcall {
uniform vec4 u_blur_args;
};
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layout (binding=0) uniform sampler2D u_source;
layout (binding=1) uniform sampler2D u_depth;
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layout(location=0) in vec2 v_uv0;
layout(location=1) in vec4 v_uv1;
layout(location=2) in vec4 v_uv2;
layout(location=0) out vec4 o_color;
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void main() {
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vec4 color = texture(u_source, v_uv0.xy) * 0.2270270270
+ texture(u_source, v_uv1.xy) * 0.3162162162
+ texture(u_source, v_uv1.zw) * 0.0702702703
+ texture(u_source, v_uv2.xy) * 0.3162162162
+ texture(u_source, v_uv2.zw) * 0.0702702703;
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float depth = texture(u_depth, v_uv0.xy).r;
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float linear_depth = toLinearDepth(Global.inv_projection, depth);
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#ifdef NEAR
color.a = 1 - smoothstep(DOF_NEAR_BLUR, DOF_NEAR_SHARP, linear_depth);
#else
color.a = smoothstep(DOF_FAR_SHARP, DOF_FAR_BLUR, linear_depth);
#endif
o_color = color;
}
]]