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- // BABYLON.JS Depth-of-field GLSL Shader
- // Author: Olivier Guyot
- // Does depth-of-field blur, edge blur
- // Inspired by Francois Tarlier & Martins Upitis
- #ifdef GL_ES
- precision highp float;
- #endif
- // samplers
- uniform sampler2D textureSampler;
- uniform sampler2D highlightsSampler;
- uniform sampler2D depthSampler;
- uniform sampler2D grainSampler;
- // uniforms
- uniform float grain_amount;
- uniform bool blur_noise;
- uniform float screen_width;
- uniform float screen_height;
- uniform float distortion;
- uniform bool dof_enabled;
- //uniform float focus_distance; // not needed; already used to compute screen distance
- uniform float screen_distance; // precomputed screen distance from lens center; based on focal length & desired focus distance
- uniform float aperture;
- uniform float darken;
- uniform float edge_blur;
- uniform bool highlights;
- // preconputed uniforms (not effect parameters)
- uniform float near;
- uniform float far;
- // varyings
- varying vec2 vUV;
- // constants
- #define PI 3.14159265
- #define TWOPI 6.28318530
- #define inverse_focal_length 0.1 // a property of the lens used
- // common calculations
- vec2 centered_screen_pos;
- vec2 distorted_coords;
- float radius2;
- float radius;
- // on-the-fly constant noise
- vec2 rand(vec2 co)
- {
- float noise1 = (fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453));
- float noise2 = (fract(sin(dot(co, vec2(12.9898, 78.233)*2.0)) * 43758.5453));
- return clamp(vec2(noise1, noise2), 0.0, 1.0);
- }
- // applies edge distortion on texture coords
- vec2 getDistortedCoords(vec2 coords) {
- if (distortion == 0.0) { return coords; }
- vec2 direction = 1.0 * normalize(centered_screen_pos);
- vec2 dist_coords = vec2(0.5, 0.5);
- dist_coords.x = 0.5 + direction.x * radius2 * 1.0;
- dist_coords.y = 0.5 + direction.y * radius2 * 1.0;
- float dist_amount = clamp(distortion*0.23, 0.0, 1.0);
- dist_coords = mix(coords, dist_coords, dist_amount);
- return dist_coords;
- }
- // sample screen with an offset (randomize offset angle for better smothness), returns partial sample weight
- float sampleScreen(inout vec4 color, const in vec2 offset, const in float weight) {
- // compute coords with offset (a random angle is added)
- vec2 coords = distorted_coords;
- float angle = rand(coords * 100.0).x * TWOPI;
- coords += vec2(offset.x * cos(angle) - offset.y * sin(angle), offset.x * sin(angle) + offset.y * cos(angle));
- color += texture2D(textureSampler, coords)*weight;
- return weight;
- }
- // returns blur level according to blur size required
- float getBlurLevel(float size) {
- return min(3.0, ceil(size / 1.0));
- }
- // returns original screen color after blur
- vec4 getBlurColor(float size) {
- vec4 col = texture2D(textureSampler, distorted_coords);
- if (size == 0.0) { return col; }
- // there are max. 30 samples; the number of samples chosen is dependant on the blur size
- // there can be 10, 20 or 30 samples chosen; levels of blur are then 1, 2 or 3
- float blur_level = getBlurLevel(size);
- float w = (size / screen_width);
- float h = (size / screen_height);
- float total_weight = 1.0;
- vec2 sample_coords;
- total_weight += sampleScreen(col, vec2(-0.50*w, 0.24*h), 0.93);
- total_weight += sampleScreen(col, vec2(0.30*w, -0.75*h), 0.90);
- total_weight += sampleScreen(col, vec2(0.36*w, 0.96*h), 0.87);
- total_weight += sampleScreen(col, vec2(-1.08*w, -0.55*h), 0.85);
- total_weight += sampleScreen(col, vec2(1.33*w, -0.37*h), 0.83);
- total_weight += sampleScreen(col, vec2(-0.82*w, 1.31*h), 0.80);
- total_weight += sampleScreen(col, vec2(-0.31*w, -1.67*h), 0.78);
- total_weight += sampleScreen(col, vec2(1.47*w, 1.11*h), 0.76);
- total_weight += sampleScreen(col, vec2(-1.97*w, 0.19*h), 0.74);
- total_weight += sampleScreen(col, vec2(1.42*w, -1.57*h), 0.72);
- if (blur_level > 1.0) {
- total_weight += sampleScreen(col, vec2(0.01*w, 2.25*h), 0.70);
- total_weight += sampleScreen(col, vec2(-1.62*w, -1.74*h), 0.67);
- total_weight += sampleScreen(col, vec2(2.49*w, 0.20*h), 0.65);
- total_weight += sampleScreen(col, vec2(-2.07*w, 1.61*h), 0.63);
- total_weight += sampleScreen(col, vec2(0.46*w, -2.70*h), 0.61);
- total_weight += sampleScreen(col, vec2(1.55*w, 2.40*h), 0.59);
- total_weight += sampleScreen(col, vec2(-2.88*w, -0.75*h), 0.56);
- total_weight += sampleScreen(col, vec2(2.73*w, -1.44*h), 0.54);
- total_weight += sampleScreen(col, vec2(-1.08*w, 3.02*h), 0.52);
- total_weight += sampleScreen(col, vec2(-1.28*w, -3.05*h), 0.49);
- }
- if (blur_level > 2.0) {
- total_weight += sampleScreen(col, vec2(3.11*w, 1.43*h), 0.46);
- total_weight += sampleScreen(col, vec2(-3.36*w, 1.08*h), 0.44);
- total_weight += sampleScreen(col, vec2(1.80*w, -3.16*h), 0.41);
- total_weight += sampleScreen(col, vec2(0.83*w, 3.65*h), 0.38);
- total_weight += sampleScreen(col, vec2(-3.16*w, -2.19*h), 0.34);
- total_weight += sampleScreen(col, vec2(3.92*w, -0.53*h), 0.31);
- total_weight += sampleScreen(col, vec2(-2.59*w, 3.12*h), 0.26);
- total_weight += sampleScreen(col, vec2(-0.20*w, -4.15*h), 0.22);
- total_weight += sampleScreen(col, vec2(3.02*w, 3.00*h), 0.15);
- }
- col /= total_weight; // scales color according to weights
- // darken if out of focus
- if(darken > 0.0) {
- col.rgb *= clamp(0.3, 1.0, 1.05-size*0.5*darken);
- }
- // blur levels debug
- // if(blur_level == 1.0) { col.b *= 0.5; }
- // if(blur_level == 2.0) { col.r *= 0.5; }
- // if(blur_level == 3.0) { col.g *= 0.5; }
- return col;
- }
- void main(void)
- {
- // Common calc: position relative to screen center, screen radius, distorted coords, position in texel space
- centered_screen_pos = vec2(vUV.x - 0.5, vUV.y - 0.5);
- radius2 = centered_screen_pos.x*centered_screen_pos.x + centered_screen_pos.y*centered_screen_pos.y;
- radius = sqrt(radius2);
- distorted_coords = getDistortedCoords(vUV); // we distort the screen coordinates (lens "magnifying" effect)
- vec2 texels_coords = vec2(vUV.x * screen_width, vUV.y * screen_height); // varies from 0 to SCREEN_WIDTH or _HEIGHT
- float depth = texture2D(depthSampler, distorted_coords).r; // depth value from DepthRenderer: 0 to 1
- float distance = near + (far-near)*depth; // actual distance from the lens
- vec4 color = texture2D(textureSampler, vUV); // original raster
- // compute the circle of confusion size (CoC), i.e. blur radius depending on depth
- // screen_distance is precomputed in code
- float coc = abs( aperture * ( screen_distance * ( inverse_focal_length - 1.0 / distance ) - 1.0 ) );
- // disable blur
- if (dof_enabled == false || coc < 0.07) { coc = 0.0; }
- // blur from edge blur effect
- float edge_blur_amount = 0.0;
- if (edge_blur > 0.0) {
- edge_blur_amount = clamp((radius*2.0 - 1.0 + 0.15*edge_blur) * 1.5, 0.0, 1.0) * 1.3;
- }
- // total blur amount
- float blur_amount = max(edge_blur_amount, coc);
- // apply blur if necessary
- if (blur_amount == 0.0) {
- gl_FragColor = texture2D(textureSampler, distorted_coords);
- }
- else {
- // add blurred color
- gl_FragColor = getBlurColor(blur_amount * 1.7);
- // if we have computed highlights: enhance highlights
- if (highlights) {
- gl_FragColor.rgb += clamp(coc, 0.0, 1.0)*texture2D(highlightsSampler, distorted_coords).rgb;
- }
- if (blur_noise) {
- // we put a slight amount of noise in the blurred color
- vec2 noise = rand(distorted_coords) * 0.01 * blur_amount;
- vec2 blurred_coord = vec2(distorted_coords.x + noise.x, distorted_coords.y + noise.y);
- gl_FragColor = 0.04 * texture2D(textureSampler, blurred_coord) + 0.96 * gl_FragColor;
- }
- }
- // apply grain
- if (grain_amount > 0.0) {
- vec4 grain_color = texture2D(grainSampler, texels_coords*0.003);
- gl_FragColor.rgb += (-0.5 + grain_color.rgb) * 0.30 * grain_amount;
- }
- }
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