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										 |  |  | /* clang-format off */ | 
					
						
							|  |  |  | [vertex] | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #version 450 | 
					
						
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 | 
					
						
							|  |  |  | VERSION_DEFINES | 
					
						
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 | 
					
						
							|  |  |  | #include "blur_inc.glsl" | 
					
						
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										 |  |  | layout(location = 0) out vec2 uv_interp; | 
					
						
							|  |  |  | /* clang-format on */ | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | void main() { | 
					
						
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										 |  |  | 	vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); | 
					
						
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										 |  |  | 	uv_interp = base_arr[gl_VertexIndex]; | 
					
						
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										 |  |  | 	if (bool(blur.flags & FLAG_USE_BLUR_SECTION)) { | 
					
						
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										 |  |  | 		uv_interp = blur.section.xy + uv_interp * blur.section.zw; | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0); | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 	if (bool(blur.flags & FLAG_FLIP_Y)) { | 
					
						
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										 |  |  | 		uv_interp.y = 1.0 - uv_interp.y; | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | } | 
					
						
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 | 
					
						
							|  |  |  | /* clang-format off */ | 
					
						
							|  |  |  | [fragment] | 
					
						
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 | 
					
						
							|  |  |  | #version 450 | 
					
						
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 | 
					
						
							|  |  |  | VERSION_DEFINES | 
					
						
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 | 
					
						
							|  |  |  | #include "blur_inc.glsl" | 
					
						
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 | 
					
						
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										 |  |  | layout(location = 0) in vec2 uv_interp; | 
					
						
							|  |  |  | /* clang-format on */ | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | layout(set = 0, binding = 0) uniform sampler2D source_color; | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | #ifdef MODE_SSAO_MERGE | 
					
						
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										 |  |  | layout(set = 1, binding = 0) uniform sampler2D source_ssao; | 
					
						
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										 |  |  | #endif | 
					
						
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 | 
					
						
							|  |  |  | #ifdef GLOW_USE_AUTO_EXPOSURE | 
					
						
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										 |  |  | layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure; | 
					
						
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										 |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | layout(location = 0) out vec4 frag_color; | 
					
						
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 | 
					
						
							|  |  |  | //DOF | 
					
						
							|  |  |  | #if defined(MODE_DOF_FAR_BLUR) || defined(MODE_DOF_NEAR_BLUR) | 
					
						
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 | 
					
						
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										 |  |  | layout(set = 1, binding = 0) uniform sampler2D dof_source_depth; | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | #ifdef DOF_NEAR_BLUR_MERGE | 
					
						
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										 |  |  | layout(set = 2, binding = 0) uniform sampler2D source_dof_original; | 
					
						
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										 |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef DOF_QUALITY_LOW | 
					
						
							|  |  |  | const int dof_kernel_size = 5; | 
					
						
							|  |  |  | const int dof_kernel_from = 2; | 
					
						
							|  |  |  | const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388); | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef DOF_QUALITY_MEDIUM | 
					
						
							|  |  |  | const int dof_kernel_size = 11; | 
					
						
							|  |  |  | const int dof_kernel_from = 5; | 
					
						
							|  |  |  | const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef DOF_QUALITY_HIGH | 
					
						
							|  |  |  | const int dof_kernel_size = 21; | 
					
						
							|  |  |  | const int dof_kernel_from = 10; | 
					
						
							|  |  |  | const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174); | 
					
						
							|  |  |  | #endif | 
					
						
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 | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void main() { | 
					
						
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										 |  |  | #ifdef MODE_MIPMAP | 
					
						
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 | 
					
						
							|  |  |  | 	vec2 pix_size = blur.pixel_size; | 
					
						
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										 |  |  | 	vec4 color = texture(source_color, uv_interp + vec2(-0.5, -0.5) * pix_size); | 
					
						
							|  |  |  | 	color += texture(source_color, uv_interp + vec2(0.5, -0.5) * pix_size); | 
					
						
							|  |  |  | 	color += texture(source_color, uv_interp + vec2(0.5, 0.5) * pix_size); | 
					
						
							|  |  |  | 	color += texture(source_color, uv_interp + vec2(-0.5, 0.5) * pix_size); | 
					
						
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										 |  |  | 	frag_color = color / 4.0; | 
					
						
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 | 
					
						
							|  |  |  | #endif | 
					
						
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 | 
					
						
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										 |  |  | #ifdef MODE_GAUSSIAN_BLUR | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	//Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 	if (bool(blur.flags & FLAG_HORIZONTAL)) { | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 		vec2 pix_size = blur.pixel_size; | 
					
						
							|  |  |  | 		pix_size *= 0.5; //reading from larger buffer, so use more samples | 
					
						
							|  |  |  | 		vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.214607; | 
					
						
							|  |  |  | 		color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879; | 
					
						
							|  |  |  | 		color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514; | 
					
						
							|  |  |  | 		color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303; | 
					
						
							|  |  |  | 		color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879; | 
					
						
							|  |  |  | 		color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514; | 
					
						
							|  |  |  | 		color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303; | 
					
						
							|  |  |  | 		frag_color = color; | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		vec2 pix_size = blur.pixel_size; | 
					
						
							|  |  |  | 		vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774; | 
					
						
							|  |  |  | 		color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477; | 
					
						
							|  |  |  | 		color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136; | 
					
						
							|  |  |  | 		color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477; | 
					
						
							|  |  |  | 		color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136; | 
					
						
							|  |  |  | 		frag_color = color; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef MODE_GAUSSIAN_GLOW | 
					
						
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 | 
					
						
							|  |  |  | 	//Glow uses larger sigma 1 for a more rounded blur effect | 
					
						
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										 |  |  | #define GLOW_ADD(m_ofs, m_mult)                                                  \ | 
					
						
							|  |  |  | 	{                                                                            \ | 
					
						
							|  |  |  | 		vec2 ofs = uv_interp + m_ofs * pix_size;                                 \ | 
					
						
							|  |  |  | 		vec4 c = texture(source_color, ofs) * m_mult;                            \ | 
					
						
							|  |  |  | 		if (any(lessThan(ofs, vec2(0.0))) || any(greaterThan(ofs, vec2(1.0)))) { \ | 
					
						
							|  |  |  | 			c *= 0.0;                                                            \ | 
					
						
							|  |  |  | 		}                                                                        \ | 
					
						
							|  |  |  | 		color += c;                                                              \ | 
					
						
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										 |  |  | 	} | 
					
						
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 | 
					
						
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										 |  |  | 	if (bool(blur.flags & FLAG_HORIZONTAL)) { | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 		vec2 pix_size = blur.pixel_size; | 
					
						
							|  |  |  | 		pix_size *= 0.5; //reading from larger buffer, so use more samples | 
					
						
							|  |  |  | 		vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938; | 
					
						
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										 |  |  | 		GLOW_ADD(vec2(1.0, 0.0), 0.165569); | 
					
						
							|  |  |  | 		GLOW_ADD(vec2(2.0, 0.0), 0.140367); | 
					
						
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										 |  |  | 		GLOW_ADD(vec2(3.0, 0.0), 0.106595); | 
					
						
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										 |  |  | 		GLOW_ADD(vec2(-1.0, 0.0), 0.165569); | 
					
						
							|  |  |  | 		GLOW_ADD(vec2(-2.0, 0.0), 0.140367); | 
					
						
							|  |  |  | 		GLOW_ADD(vec2(-3.0, 0.0), 0.106595); | 
					
						
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										 |  |  | 		color *= blur.glow_strength; | 
					
						
							|  |  |  | 		frag_color = color; | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		vec2 pix_size = blur.pixel_size; | 
					
						
							|  |  |  | 		vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713; | 
					
						
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										 |  |  | 		GLOW_ADD(vec2(0.0, 1.0), 0.233062); | 
					
						
							|  |  |  | 		GLOW_ADD(vec2(0.0, 2.0), 0.122581); | 
					
						
							|  |  |  | 		GLOW_ADD(vec2(0.0, -1.0), 0.233062); | 
					
						
							|  |  |  | 		GLOW_ADD(vec2(0.0, -2.0), 0.122581); | 
					
						
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										 |  |  | 		color *= blur.glow_strength; | 
					
						
							|  |  |  | 		frag_color = color; | 
					
						
							|  |  |  | 	} | 
					
						
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 | 
					
						
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										 |  |  | #undef GLOW_ADD | 
					
						
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 | 
					
						
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										 |  |  | 	if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) { | 
					
						
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											2019-07-27 10:23:24 -03:00
										 |  |  | #ifdef GLOW_USE_AUTO_EXPOSURE | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 		frag_color *= blur.glow_exposure; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		float luminance = max(frag_color.r, max(frag_color.g, frag_color.b)); | 
					
						
							|  |  |  | 		float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap)); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef MODE_DOF_FAR_BLUR | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	vec4 color_accum = vec4(0.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	float depth = texture(dof_source_depth, uv_interp, 0.0).r; | 
					
						
							|  |  |  | 	depth = depth * 2.0 - 1.0; | 
					
						
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 | 
					
						
							| 
									
										
										
										
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										 |  |  | 	if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) { | 
					
						
							| 
									
										
										
										
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										 |  |  | 		depth = ((depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0; | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - depth * (blur.camera_z_far - blur.camera_z_near)); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	float amount = smoothstep(blur.dof_begin, blur.dof_end, depth); | 
					
						
							|  |  |  | 	float k_accum = 0.0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	for (int i = 0; i < dof_kernel_size; i++) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		int int_ofs = i - dof_kernel_from; | 
					
						
							|  |  |  | 		vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * amount * blur.dof_radius; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		float tap_k = dof_kernel[i]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r; | 
					
						
							|  |  |  | 		tap_depth = tap_depth * 2.0 - 1.0; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-11-05 12:01:00 +01:00
										 |  |  | 		if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) { | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							|  |  |  | 			tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0; | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near)); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-11-05 12:01:00 +01:00
										 |  |  | 		float tap_amount = mix(smoothstep(blur.dof_begin, blur.dof_end, tap_depth), 1.0, int_ofs == 0); | 
					
						
							| 
									
										
										
										
											2019-07-27 10:23:24 -03:00
										 |  |  | 		tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		vec4 tap_color = texture(source_color, tap_uv, 0.0) * tap_k; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		k_accum += tap_k * tap_amount; | 
					
						
							|  |  |  | 		color_accum += tap_color * tap_amount; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (k_accum > 0.0) { | 
					
						
							|  |  |  | 		color_accum /= k_accum; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	frag_color = color_accum; ///k_accum; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef MODE_DOF_NEAR_BLUR | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	vec4 color_accum = vec4(0.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	float max_accum = 0.0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	for (int i = 0; i < dof_kernel_size; i++) { | 
					
						
							|  |  |  | 
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							|  |  |  | 		int int_ofs = i - dof_kernel_from; | 
					
						
							|  |  |  | 		vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * blur.dof_radius; | 
					
						
							|  |  |  | 		float ofs_influence = max(0.0, 1.0 - float(abs(int_ofs)) / float(dof_kernel_from)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		float tap_k = dof_kernel[i]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		vec4 tap_color = texture(source_color, tap_uv, 0.0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r; | 
					
						
							|  |  |  | 		tap_depth = tap_depth * 2.0 - 1.0; | 
					
						
							| 
									
										
										
										
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										 |  |  | 		if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) { | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							|  |  |  | 			tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0; | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near)); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		float tap_amount = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth); | 
					
						
							|  |  |  | 		tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 		if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) { | 
					
						
							| 
									
										
										
										
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										 |  |  | 			tap_color.a = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		max_accum = max(max_accum, tap_amount * ofs_influence); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		color_accum += tap_color * tap_k; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	color_accum.a = max(color_accum.a, sqrt(max_accum)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef DOF_NEAR_BLUR_MERGE | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		vec4 original = texture(source_dof_original, uv_interp, 0.0); | 
					
						
							|  |  |  | 		color_accum = mix(original, color_accum, color_accum.a); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 	if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) { | 
					
						
							| 
									
										
										
										
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										 |  |  | 		frag_color = color_accum; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef MODE_SIMPLE_COPY | 
					
						
							|  |  |  | 	vec4 color = texture(source_color, uv_interp, 0.0); | 
					
						
							| 
									
										
										
										
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										 |  |  | 	if (bool(blur.flags & FLAG_COPY_FORCE_LUMINANCE)) { | 
					
						
							| 
									
										
										
										
											2020-02-11 14:01:43 +01:00
										 |  |  | 		color.rgb = vec3(max(max(color.r, color.g), color.b)); | 
					
						
							| 
									
										
										
										
											2020-01-25 07:18:55 -03:00
										 |  |  | 	} | 
					
						
							| 
									
										
										
										
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										 |  |  | 	frag_color = color; | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2020-04-07 22:51:52 -03:00
										 |  |  | #ifdef MODE_LINEARIZE_DEPTH_COPY | 
					
						
							|  |  |  | 	float depth = texture(source_color, uv_interp, 0.0).r; | 
					
						
							|  |  |  | 	depth = depth * 2.0 - 1.0; | 
					
						
							|  |  |  | 	depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - depth * (blur.camera_z_far - blur.camera_z_near)); | 
					
						
							|  |  |  | 	frag_color = vec4(depth / blur.camera_z_far); | 
					
						
							|  |  |  | #endif | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-07-27 10:23:24 -03:00
										 |  |  | #ifdef MODE_SSAO_MERGE | 
					
						
							|  |  |  | 	vec4 color = texture(source_color, uv_interp, 0.0); | 
					
						
							|  |  |  | 	float ssao = texture(source_ssao, uv_interp, 0.0).r; | 
					
						
							|  |  |  | 	frag_color = vec4(mix(color.rgb, color.rgb * mix(blur.ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0); | 
					
						
							| 
									
										
										
										
											2020-01-25 07:18:55 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-07-27 10:23:24 -03:00
										 |  |  | #endif | 
					
						
							|  |  |  | } |