Fixed the DepthOfField effect to work with AA
enabled. git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10864 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -84,6 +84,6 @@ void main() {
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gl_FragColor = mix( texVal, sum, unfocus );
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gl_FragColor = mix( texVal, sum, unfocus );
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// I used this for debugging the range
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// I used this for debugging the range
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// gl_FragColor.r = unfocus;
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// gl_FragColor.r = unfocus;
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}
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}
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}
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}
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@ -11,6 +11,19 @@ MaterialDef Depth Of Field {
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Float YScale;
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Float YScale;
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}
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}
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Technique {
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VertexShader GLSL150: Common/MatDefs/Post/Post15.vert
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FragmentShader GLSL150: Common/MatDefs/Post/DepthOfField15.frag
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WorldParameters {
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}
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Defines {
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RESOLVE_MS : NumSamples
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RESOLVE_DEPTH_MS : NumSamplesDepth
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}
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}
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Technique {
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Technique {
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VertexShader GLSL100: Common/MatDefs/Post/Post.vert
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VertexShader GLSL100: Common/MatDefs/Post/Post.vert
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FragmentShader GLSL100: Common/MatDefs/Post/DepthOfField.frag
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FragmentShader GLSL100: Common/MatDefs/Post/DepthOfField.frag
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@ -0,0 +1,91 @@
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#import "Common/ShaderLib/MultiSample.glsllib"
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uniform COLORTEXTURE m_Texture;
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uniform DEPTHTEXTURE m_DepthTexture;
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varying vec2 texCoord;
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uniform float m_FocusRange;
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uniform float m_FocusDistance;
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uniform float m_XScale;
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uniform float m_YScale;
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vec2 m_NearFar = vec2( 0.1, 1000.0 );
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void main() {
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vec4 texVal = getColor( m_Texture, texCoord );
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float zBuffer = getDepth( m_DepthTexture, texCoord ).r;
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//
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// z_buffer_value = a + b / z;
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//
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// Where:
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// a = zFar / ( zFar - zNear )
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// b = zFar * zNear / ( zNear - zFar )
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// z = distance from the eye to the object
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//
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// Which means:
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// zb - a = b / z;
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// z * (zb - a) = b
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// z = b / (zb - a)
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//
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float a = m_NearFar.y / (m_NearFar.y - m_NearFar.x);
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float b = m_NearFar.y * m_NearFar.x / (m_NearFar.x - m_NearFar.y);
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float z = b / (zBuffer - a);
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// Above could be the same for any depth-based filter
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// We want to be purely focused right at
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// m_FocusDistance and be purely unfocused
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// at +/- m_FocusRange to either side of that.
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float unfocus = min( 1.0, abs( z - m_FocusDistance ) / m_FocusRange );
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if( unfocus < 0.2 ) {
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// If we are mostly in focus then don't bother with the
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// convolution filter
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gl_FragColor = texVal;
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} else {
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// Perform a wide convolution filter and we scatter it
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// a bit to avoid some texture look-ups. Instead of
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// a full 5x5 (25-1 lookups) we'll skip every other one
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// to only perform 12.
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// 1 0 1 0 1
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// 0 1 0 1 0
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// 1 0 x 0 1
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// 0 1 0 1 0
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// 1 0 1 0 1
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//
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// You can get away with 8 just around the outside but
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// it looks more jittery to me.
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vec4 sum = vec4(0.0);
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float x = texCoord.x;
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float y = texCoord.y;
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float xScale = m_XScale;
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float yScale = m_YScale;
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// In order from lower left to right, depending on how you look at it
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sum += getColor( m_Texture, vec2(x - 2.0 * xScale, y - 2.0 * yScale) );
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sum += getColor( m_Texture, vec2(x - 0.0 * xScale, y - 2.0 * yScale) );
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sum += getColor( m_Texture, vec2(x + 2.0 * xScale, y - 2.0 * yScale) );
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sum += getColor( m_Texture, vec2(x - 1.0 * xScale, y - 1.0 * yScale) );
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sum += getColor( m_Texture, vec2(x + 1.0 * xScale, y - 1.0 * yScale) );
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sum += getColor( m_Texture, vec2(x - 2.0 * xScale, y - 0.0 * yScale) );
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sum += getColor( m_Texture, vec2(x + 2.0 * xScale, y - 0.0 * yScale) );
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sum += getColor( m_Texture, vec2(x - 1.0 * xScale, y + 1.0 * yScale) );
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sum += getColor( m_Texture, vec2(x + 1.0 * xScale, y + 1.0 * yScale) );
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sum += getColor( m_Texture, vec2(x - 2.0 * xScale, y + 2.0 * yScale) );
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sum += getColor( m_Texture, vec2(x - 0.0 * xScale, y + 2.0 * yScale) );
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sum += getColor( m_Texture, vec2(x + 2.0 * xScale, y + 2.0 * yScale) );
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sum = sum / 12.0;
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gl_FragColor = mix( texVal, sum, unfocus );
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// I used this for debugging the range
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// gl_FragColor.r = unfocus;
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}
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}
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