1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
|
/**
* @file postDeferredF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
uniform sampler2D diffuseRect;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform float max_cof;
uniform float res_scale;
in vec2 vary_fragcoord;
void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
{
vec4 s = texture(diffuseRect, tc);
float sc = abs(s.a*2.0-1.0)*max_cof;
if (sc > min_sc) //sampled pixel is more "out of focus" than current sample radius
{
float wg = 0.25;
// de-weight dull areas to make highlights 'pop'
wg += s.r+s.g+s.b;
diff += wg*s;
w += wg;
}
}
void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc)
{
vec4 s = texture(diffuseRect, tc);
float wg = 0.25;
// de-weight dull areas to make highlights 'pop'
wg += s.r+s.g+s.b;
diff += wg*s;
w += wg;
}
void main()
{
vec2 tc = vary_fragcoord.xy;
vec4 diff = texture(diffuseRect, vary_fragcoord.xy);
{
float w = 1.0;
float sc = (diff.a*2.0-1.0)*max_cof;
float PI = 3.14159265358979323846264;
// sample quite uniformly spaced points within a circle, for a circular 'bokeh'
if (sc > 0.5)
{
while (sc > 0.5)
{
int its = int(max(1.0,(sc*3.7)));
for (int i=0; i<its; ++i)
{
float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
float samp_x = sc*sin(ang);
float samp_y = sc*cos(ang);
// you could test sample coords against an interesting non-circular aperture shape here, if desired.
dofSampleNear(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res));
}
sc -= 1.0;
}
}
else if (sc < -0.5)
{
sc = abs(sc);
while (sc > 0.5)
{
int its = int(max(1.0,(sc*3.7)));
for (int i=0; i<its; ++i)
{
float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
float samp_x = sc*sin(ang);
float samp_y = sc*cos(ang);
// you could test sample coords against an interesting non-circular aperture shape here, if desired.
dofSample(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res));
}
sc -= 1.0;
}
}
diff /= w;
}
frag_color = diff;
}
|