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graph/shaders/post.frag

74 lines
3.2 KiB
GLSL

#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 = vec3(0);
sceneColor = SMAANeighborhoodBlendingPS(inUV, inOffset, sceneSampler, blendSampler).rgb;
// alpha divide reconstruction
vec3 farColor = texture(farFieldSampler, inUV).rgb / max(texture(farFieldSampler, inUV).a, 0.0001) * 0.02;
vec3 nearColor = texture(nearFieldSampler, inUV).rgb / max(texture(nearFieldSampler, inUV).a, 0.0001) * 0.02;
// read coc stored in the alpha channel
float coc = texture(farFieldSampler, inUV).a;
// transistion between out of focus and regular scene
vec3 farColorBlurred = mix(sceneColor, farColor, clamp(coc, 0.0, 1.0));
// smoother transistion between the normal scene and the "out of focus" portions
farColorBlurred = mix(sceneColor, farColorBlurred, clamp(0.5 * coc + 1.0, 0.0, 1.0));
//float coc2 = texture(nearFieldSampler, inUV).a;
//vec3 finalColor = mix(farColorBlurred, nearColor, clamp(clamp(-coc2 - 1.0, 0.0, 1.0) + texture(nearFieldSampler, inUV).a * 8.0, 0.0, 1.0));
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(farColorBlurred, 1.0);
outColor = outlineColor*sobel + outColor*(1.0 - sobel);
outColor += outlineColor * texture(sobelSampler, inUV) * 0.3;
}