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EG/RenderPipelineFile/rpplugins/dof/shader/dof.inc.glsl
2025-07-24 11:37:46 +08:00

49 lines
1.8 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <toref_val.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
const int tile_size = 32;
#define DOF_DEPTH_SCALE_FOREGROUND 250.0
#define DOF_SINGLE_PIXEL_RADIUS 1.0
// #define DOF_SINGLE_PIXEL_RADIUS 1.0
vec2 compare_depth(float depth, float tile_max_depth)
{
float d = DOF_DEPTH_SCALE_FOREGROUND * (tile_max_depth - depth);
d -= 0.7;
vec2 depth_cmp = vec2(0);
depth_cmp.x = smoothstep(0.0, 1.0, saturate(d));
// depth_cmp.x = step(0.01, d);
depth_cmp.y = 1.0 - depth_cmp.x;
return depth_cmp;
}
float sample_alpha(float sampleCoc)
{
return min(1.0 / (M_PI * sampleCoc * sampleCoc), M_PI *
DOF_SINGLE_PIXEL_RADIUS * DOF_SINGLE_PIXEL_RADIUS);
}