Fixed the DepthOfField effect to work with AA

enabled.


git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10864 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
experimental
PSp..om 11 years ago
parent 1c26d91bb2
commit 6469c739c5
  1. 13
      engine/src/core-effects/Common/MatDefs/Post/DepthOfField.j3md
  2. 91
      engine/src/core-effects/Common/MatDefs/Post/DepthOfField15.frag

@ -11,6 +11,19 @@ MaterialDef Depth Of Field {
Float YScale; Float YScale;
} }
Technique {
VertexShader GLSL150: Common/MatDefs/Post/Post15.vert
FragmentShader GLSL150: Common/MatDefs/Post/DepthOfField15.frag
WorldParameters {
}
Defines {
RESOLVE_MS : NumSamples
RESOLVE_DEPTH_MS : NumSamplesDepth
}
}
Technique { Technique {
VertexShader GLSL100: Common/MatDefs/Post/Post.vert VertexShader GLSL100: Common/MatDefs/Post/Post.vert
FragmentShader GLSL100: Common/MatDefs/Post/DepthOfField.frag FragmentShader GLSL100: Common/MatDefs/Post/DepthOfField.frag

@ -0,0 +1,91 @@
#import "Common/ShaderLib/MultiSample.glsllib"
uniform COLORTEXTURE m_Texture;
uniform DEPTHTEXTURE m_DepthTexture;
varying vec2 texCoord;
uniform float m_FocusRange;
uniform float m_FocusDistance;
uniform float m_XScale;
uniform float m_YScale;
vec2 m_NearFar = vec2( 0.1, 1000.0 );
void main() {
vec4 texVal = getColor( m_Texture, texCoord );
float zBuffer = getDepth( m_DepthTexture, texCoord ).r;
//
// z_buffer_value = a + b / z;
//
// Where:
// a = zFar / ( zFar - zNear )
// b = zFar * zNear / ( zNear - zFar )
// z = distance from the eye to the object
//
// Which means:
// zb - a = b / z;
// z * (zb - a) = b
// z = b / (zb - a)
//
float a = m_NearFar.y / (m_NearFar.y - m_NearFar.x);
float b = m_NearFar.y * m_NearFar.x / (m_NearFar.x - m_NearFar.y);
float z = b / (zBuffer - a);
// Above could be the same for any depth-based filter
// We want to be purely focused right at
// m_FocusDistance and be purely unfocused
// at +/- m_FocusRange to either side of that.
float unfocus = min( 1.0, abs( z - m_FocusDistance ) / m_FocusRange );
if( unfocus < 0.2 ) {
// If we are mostly in focus then don't bother with the
// convolution filter
gl_FragColor = texVal;
} else {
// Perform a wide convolution filter and we scatter it
// a bit to avoid some texture look-ups. Instead of
// a full 5x5 (25-1 lookups) we'll skip every other one
// to only perform 12.
// 1 0 1 0 1
// 0 1 0 1 0
// 1 0 x 0 1
// 0 1 0 1 0
// 1 0 1 0 1
//
// You can get away with 8 just around the outside but
// it looks more jittery to me.
vec4 sum = vec4(0.0);
float x = texCoord.x;
float y = texCoord.y;
float xScale = m_XScale;
float yScale = m_YScale;
// In order from lower left to right, depending on how you look at it
sum += getColor( m_Texture, vec2(x - 2.0 * xScale, y - 2.0 * yScale) );
sum += getColor( m_Texture, vec2(x - 0.0 * xScale, y - 2.0 * yScale) );
sum += getColor( m_Texture, vec2(x + 2.0 * xScale, y - 2.0 * yScale) );
sum += getColor( m_Texture, vec2(x - 1.0 * xScale, y - 1.0 * yScale) );
sum += getColor( m_Texture, vec2(x + 1.0 * xScale, y - 1.0 * yScale) );
sum += getColor( m_Texture, vec2(x - 2.0 * xScale, y - 0.0 * yScale) );
sum += getColor( m_Texture, vec2(x + 2.0 * xScale, y - 0.0 * yScale) );
sum += getColor( m_Texture, vec2(x - 1.0 * xScale, y + 1.0 * yScale) );
sum += getColor( m_Texture, vec2(x + 1.0 * xScale, y + 1.0 * yScale) );
sum += getColor( m_Texture, vec2(x - 2.0 * xScale, y + 2.0 * yScale) );
sum += getColor( m_Texture, vec2(x - 0.0 * xScale, y + 2.0 * yScale) );
sum += getColor( m_Texture, vec2(x + 2.0 * xScale, y + 2.0 * yScale) );
sum = sum / 12.0;
gl_FragColor = mix( texVal, sum, unfocus );
// I used this for debugging the range
// gl_FragColor.r = unfocus;
}
}
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