47 lines
1.4 KiB
GLSL
47 lines
1.4 KiB
GLSL
// uncomment this line for a faster version
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//#define LOW_QUALITY
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#ifdef LOW_QUALITY
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#define AA 1
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#define DOF_SAMPLES 3
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#else
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#define AA 2
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#define DOF_SAMPLES 6
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#endif
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#define APERTURE .01
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#define DOF_CLAMPING .7
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#define FOCAL_DISTANCE 8.
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vec4 sampleDof(sampler2D channel, vec2 channelDim, vec2 dir, vec2 u) {
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float screenAperture = channelDim.y*APERTURE;
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float sampleToRad = screenAperture * DOF_CLAMPING / float(DOF_SAMPLES);
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vec4 o = vec4(0);
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float sum = 0.;
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for(int i = -DOF_SAMPLES; i <= DOF_SAMPLES; i++) {
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float sRad = float(i)*sampleToRad;
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vec4 p = texture(channel, (u+dir*sRad)/channelDim);
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float rad = min(abs(p.a-FOCAL_DISTANCE)/p.a, DOF_CLAMPING);
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float influence = clamp((rad*screenAperture - abs(sRad)) + .5, 0., 1.) / (rad*rad+.001);
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o += influence * p;
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sum += influence;
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}
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return o/sum;
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}
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float fresnel(const vec3 dir, const vec3 n) {
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const float ior = 1.8;
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const float r0 = ((1. - ior) / (1. + ior)) * ((1. - ior) / (1. + ior));
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float x = 1.+dot(n, dir);
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return r0 + (1.-r0) * x*x*x*x*x;
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}
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mat3 rotationMatrix(const vec3 rotation) {
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vec3 c = cos(rotation), s = sin(rotation);
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mat3 rx = mat3(1, 0, 0, 0, c.x, -s.x, 0, s.x, c.x);
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mat3 ry = mat3(c.y, 0, -s.y, 0, 1, 0, s.y, 0, c.y);
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mat3 rz = mat3(c.z, -s.z, 0, s.z, c.z, 0, 0, 0, 1);
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return rz * rx * ry;
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} |