#version 460 core #extension GL_GOOGLE_include_directive : enable #define SMAA_RT_METRICS vec4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0) #define SMAA_PRESET_ULTRA 1 #define SMAA_GLSL_4 1 #define SMAA_INCLUDE_VS 0 #define SMAA_INCLUDE_PS 1 #define SMAA_PREDICATION 1 #define SMAA_FLIP_Y 0 #include "smaa.glsl" layout(location = 0) in vec2 inUV; layout(location = 1) in vec4 inOffset; layout(location = 0) out vec4 outColor; layout(binding = 0) uniform sampler2D sceneSampler; layout(binding = 1) uniform sampler2D depthSampler; layout(binding = 2) uniform sampler2D nearFieldSampler; layout(binding = 3) uniform sampler2D farFieldSampler; layout(binding = 4) uniform sampler2D blendSampler; layout(binding = 5) uniform sampler2D sobelSampler; layout(push_constant) uniform PushConstants { vec4 viewport; } pushConstants; void main() { vec3 sceneColor = SMAANeighborhoodBlendingPS(inUV, inOffset, sceneSampler, blendSampler).rgb; const vec4 farPlaneColor = texture(farFieldSampler, inUV); const vec4 nearPlaneColor = texture(nearFieldSampler, inUV); // we perform alpha divide reconstruction, or else the results will look really blown out because of additive blending const vec3 farColor = farPlaneColor.rgb / max(farPlaneColor.a, 0.0001); const vec3 nearColor = nearPlaneColor.rgb / max(nearPlaneColor.a, 0.0001); // read coc stored in the alpha channel const float coc = texture(farFieldSampler, inUV).a; const float coc2 = texture(nearFieldSampler, inUV).a; // transition between out of focus and regular scene // TODO: make this softer vec3 farColorBlurred = mix(sceneColor, farColor, clamp(coc - 2.0, 0.0, 1.0)); farColorBlurred = mix(sceneColor, farColor, clamp(coc * 5.0, 0.0, 1.0)); // now we take into account the near field, using it's own coc const vec3 final = mix(farColorBlurred, nearColor, clamp(coc2 * 5.0, 0.0, 1.0)); // sobel calculation float thickness = 3.0; float thicknessX = thickness * pushConstants.viewport.x * (pushConstants.viewport.z / 1920.0); float thicknessY = thickness * pushConstants.viewport.y * (pushConstants.viewport.w / 1080.0); vec4 top = texture(sobelSampler, vec2(inUV.x, inUV.y + thicknessY)); vec4 bottom = texture(sobelSampler, vec2(inUV.x, inUV.y - thicknessY)); vec4 left = texture(sobelSampler, vec2(inUV.x - thicknessX, inUV.y)); vec4 right = texture(sobelSampler, vec2(inUV.x + thicknessX, inUV.y)); vec4 topLeft = texture(sobelSampler, vec2(inUV.x - thicknessX, inUV.y + thicknessY)); vec4 topRight = texture(sobelSampler, vec2(inUV.x + thicknessX, inUV.y + thicknessY)); vec4 bottomLeft = texture(sobelSampler, vec2(inUV.x - thicknessX, inUV.y - thicknessY)); vec4 bottomRight = texture(sobelSampler, vec2(inUV.x + thicknessX, inUV.y - thicknessY)); vec4 sx = -topLeft - 2 * left - bottomLeft + topRight + 2 * right + bottomRight; vec4 sy = -topLeft - 2 * top - topRight + bottomLeft + 2 * bottom + bottomRight; vec4 sobel = sqrt(sx * sx + sy * sy); sobel = clamp(sobel / 5.0, 0.0, 1.0); vec4 outlineColor = vec4(0.1, 0.5, 0.9, 1.0); outColor = vec4(final, 1.0); outColor = outlineColor*sobel + outColor*(1.0 - sobel); outColor += outlineColor * texture(sobelSampler, inUV) * 0.3; }