stk-code_catmod/data/shaders/dof.frag
vlj e5a5c78045 Use a big triangle instead of 2 to cover full screen.
This allows to rasterize a single primitive instead of two, and avoid
trashing the cache between the 2 triangles drawing.
2014-06-03 19:56:59 +02:00

87 lines
3.8 KiB
GLSL

uniform sampler2D tex;
uniform sampler2D dtex;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
out vec4 FragColor;
float focalDepth = 10.;
float maxblur = 1.;
float range = 100.;
void main()
{
vec2 uv = gl_FragCoord.xy / screen;
float curdepth = texture(dtex, uv).x;
vec4 FragPos = InverseProjectionMatrix * (2.0f * vec4(uv, curdepth, 1.0f) - 1.0f);
FragPos /= FragPos.w;
float depth = FragPos.z;
float blur = clamp(abs(depth - focalDepth) / range, -maxblur, maxblur);
vec2 offset = 10. / screen;
vec4 col = texture(tex, uv);
vec4 colOriginal = col;
// Weight from here http://artmartinsh.blogspot.fr/2010/02/glsl-lens-blur-filter-with-bokeh.html
col += texture(tex, uv + (vec2(0.0, 0.4) * offset) * blur);
col += texture(tex, uv + (vec2(0.15, 0.37) * offset) * blur);
col += texture(tex, uv + (vec2(0.29,0.29) * offset) * blur);
col += texture(tex, uv + (vec2(-0.37,0.15) * offset) * blur);
col += texture(tex, uv + (vec2(0.4, 0.0) * offset) * blur);
col += texture(tex, uv + (vec2(0.37, -0.15) * offset) * blur);
col += texture(tex, uv + (vec2(0.29, -0.29) * offset) * blur);
col += texture(tex, uv + (vec2(-0.15, -0.37) * offset) * blur);
col += texture(tex, uv + (vec2(0.0, -0.4) * offset) * blur);
col += texture(tex, uv + (vec2(-0.15, 0.37) * offset) * blur);
col += texture(tex, uv + (vec2(-0.29, 0.29) * offset) * blur);
col += texture(tex, uv + (vec2(0.37, 0.15) * offset) * blur);
col += texture(tex, uv + (vec2(-0.4, 0.0) * offset) * blur);
col += texture(tex, uv + (vec2(-0.37, -0.15) * offset) * blur);
col += texture(tex, uv + (vec2(-0.29, -0.29) * offset) * blur);
col += texture(tex, uv + (vec2(0.15, -0.37) * offset) * blur);
col += texture(tex, uv + (vec2(0.15, 0.37) * offset) * blur * 0.9);
col += texture(tex, uv + (vec2(-0.37, 0.15) * offset) * blur * 0.9);
col += texture(tex, uv + (vec2(0.37, -0.15) * offset) * blur * 0.9);
col += texture(tex, uv + (vec2(-0.15, -0.37) * offset) * blur * 0.9);
col += texture(tex, uv + (vec2(-0.15, 0.37) * offset) * blur * 0.9);
col += texture(tex, uv + (vec2(0.37, 0.15) * offset) * blur * 0.9);
col += texture(tex, uv + (vec2(-0.37, -0.15) * offset) * blur * 0.9);
col += texture(tex, uv + (vec2(0.15, -0.37) * offset) * blur * 0.9);
col += texture(tex, uv + (vec2(0.29, 0.29) * offset) * blur * 0.7);
col += texture(tex, uv + (vec2(0.4, 0.0) * offset) * blur * 0.7);
col += texture(tex, uv + (vec2(0.29, -0.29) * offset) * blur * 0.7);
col += texture(tex, uv + (vec2(0.0, -0.4) * offset) * blur * 0.7);
col += texture(tex, uv + (vec2(-0.29, 0.29) * offset) * blur * 0.7);
col += texture(tex, uv + (vec2(-0.4, 0.0) * offset) * blur * 0.7);
col += texture(tex, uv + (vec2(-0.29, -0.29) * offset) * blur * 0.7);
col += texture(tex, uv + (vec2(0.0, 0.4) * offset) * blur *0.7);
col += texture(tex, uv + (vec2(0.29, 0.29) * offset) * blur * 0.4);
col += texture(tex, uv + (vec2(0.4, 0.0) * offset) * blur * 0.4);
col += texture(tex, uv + (vec2(0.29, -0.29) * offset) * blur * 0.4);
col += texture(tex, uv + (vec2(0.0, -0.4) * offset) * blur * 0.4);
col += texture(tex, uv + (vec2(-0.29, 0.29) * offset) * blur * 0.4);
col += texture(tex, uv + (vec2(-0.4, 0.0) * offset) * blur * 0.4);
col += texture(tex, uv + (vec2(-0.29, -0.29) * offset) * blur * 0.4);
col += texture(tex, uv + (vec2(0.0, 0.4) * offset) * blur * 0.4);
col = vec4(col.rgb / 41.0, col.a);
depth = clamp((FragPos.z/280), 0., 1.);
depth = (1 - depth);
vec3 final = colOriginal.rgb * depth + col.rgb * (1 - depth);
FragColor = vec4(final, 1.);
}