EG/RenderPipelineFile/rpplugins/dof/shader/dof_presort.frag.glsl
2026-02-25 14:56:09 +08:00

67 lines
2.3 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.
*
*/
#version 430
#define USE_GBUFFER_EXTENSIONS
#pragma include "render_pipeline_base.inc.glsl"
#pragma include "includes/gbuffer.inc.glsl"
#pragma include "dof.inc.glsl"
uniform sampler2D PrecomputedCoC;
uniform sampler2D TileMinMax;
out vec3 result;
/*
WORK IN PROGRESS
This code is code in progress and such not formatted very nicely nor commented!
*/
void main() {
vec2 texcoord = get_texcoord();
ivec2 tile_coord = ivec2(ivec2(gl_FragCoord.xy) / vec2(tile_size));
vec2 tile_data = texelFetch(TileMinMax, tile_coord, 0).xy;
float tile_min_depth = tile_data.x;
float tile_max_coc = tile_data.y;
float pixel_depth = get_depth_at(texcoord);
float pixel_coc = textureLod(PrecomputedCoC, texcoord, 0).w;
float alpha = sample_alpha(pixel_coc); // XXX: Returns just strange values
// float alpha = sample_alpha(tile_max_coc * 24.0); // XXX: Returns just strange values
alpha = 1.0;
vec2 depth_weights = compare_depth(pixel_depth, tile_min_depth);
// Depth weights.x = Foreground
// Depth weights.y = Background
result = vec3(pixel_coc, depth_weights.xy * alpha);
// result = vec3(pow(tile_min_depth, 100.0));
}