//VTK::System::Dec // ============================================================================ // // Program: Visualization Toolkit // Module: vtkDepthOfFieldPassFS.glsl // // Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen // All rights reserved. // See Copyright.txt or http://www.kitware.com/Copyright.htm for details. // // This software is distributed WITHOUT ANY WARRANTY; without even // the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR // PURPOSE. See the above copyright notice for more information. // // ============================================================================ // Fragment shader used by the DOF render pass. in vec2 tcoordVC; uniform sampler2D source; uniform sampler2D depth; uniform vec2 worldToTCoord; uniform vec2 pixelToTCoord; uniform float nearC; uniform float farC; uniform float focalDisk; uniform float focalDistance; // the output of this shader //VTK::Output::Dec vec2 rand2(vec2 co) { float a = 12.9898; float b = 78.233; float c = 43758.5453; float dt= dot(co.xy ,vec2(a,b)); float sn= mod(dt,3.14); float dt2= dot(co.xy ,vec2(b,a)); float sn2= mod(dt2,3.14); return vec2(fract(sin(sn) * c), fract(sin(sn2) * c)); } void main(void) { // original pixel vec4 fcolor = texture2D(source,tcoordVC); float fsum = 1.0; float fdist = focalDistance; // use automatic focalDistance? when focalDistance = 0 if (fdist == 0.0) { fdist = -farC * nearC / (texture2D(depth,vec2(0.5,0.5)).r * (farC - nearC) - farC); } float CoCScale = focalDisk*fdist*(farC - nearC)/(farC*nearC); float CoCBias = focalDisk*(nearC - fdist)/nearC; float cdepth = texture2D(depth,tcoordVC).r; float CoC = CoCScale*cdepth + CoCBias; // loop over pixels for (int i = 0; i < 9; i++) { for (int j = 0; j < 9; j++) { vec2 newOffset = pixelToTCoord*(vec2(i-4,j-4)*2.0 + rand2(tcoordVC)); vec2 newtc = tcoordVC + newOffset; float tdepth = texture2D(depth,newtc).r; float tCoC = CoCScale*tdepth + CoCBias; // is the sample in range? float close = abs(tCoC) - length(newOffset/worldToTCoord); if (close > 0.0) { // is the sample to be blended in front? // or if behind, not too far behind if ((tCoC < 0.0 || (CoC > 0.0 && tCoC < (CoC * 2.0f)))) { float weight = close/abs(tCoC); fcolor = fcolor + weight*texture2D(source,newtc); fsum += weight; } } } } gl_FragData[0] = fcolor/fsum; }