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graph/shaders/post.frag
Joshua Goins d77c071e3d Fix depth of field pass
It now works correctly, and will output a "proper" depth of field effect.
There's still work to be done to make it look smoother, but it's already pretty convincing.
2022-03-30 10:26:51 -04:00

77 lines
3.3 KiB
GLSL
Executable file

#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;
}