/**************************************************************************** ** ** Copyright (C) 2014 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef BLUR_GLSLLIB #define BLUR_GLSLLIB 1 #include "depthpass.glsllib" varying float xIncrement; varying float yIncrement; varying vec2 TexCoord0; varying vec2 TexCoord1; varying vec2 TexCoord2; varying vec2 TexCoord3; varying vec2 TexCoord4; varying vec2 TexCoord5; varying vec2 TexCoord6; varying vec2 TexCoord7; const vec3 poisson0 = vec3( 0.000000, 0.000000, 0.000000 ); const vec3 poisson1 = vec3( 0.527837, -0.085868, 0.534776 ); const vec3 poisson2 = vec3( -0.040088, 0.537087, 0.538581 ); const vec3 poisson3 = vec3( -0.670445, -0.017995, 0.670686 ); const vec3 poisson4 = vec3( -0.419418, -0.616039, 0.745262 ); const vec3 poisson5 = vec3( 0.440453, -0.639399, 0.776421 ); const vec3 poisson6 = vec3( -0.757088, 0.349334, 0.833796 ); const vec3 poisson7 = vec3( 0.574619, 0.685879, 0.894772 ); //7 textel gaussian #define WT7_0 20.0 #define WT7_1 15.0 #define WT7_2 6.0 #define WT7_3 1.0 #define WT7_NORMALIZE (WT7_0+2.0*(WT7_1+WT7_2+WT7_3)) //3 textel gaussian #define WT3_0 1.0 #define WT3_1 0.6 #define WT3_NORMALIZE (WT3_0+2.0*(WT3_1)) uniform vec2 CameraClipRange; float GetDepthMultiplier(vec2 inTexCoord, sampler2D inDepthSampler, float inFocusDistance, float inFocusWidth, float inFocusPenumbra) { float depthTap = getDepthValue( texture2D(inDepthSampler, inTexCoord), CameraClipRange ); float linearDepth = depthValueToLinearDistance( depthTap, CameraClipRange ); float depthDiff = max( 0.0, abs( linearDepth - inFocusDistance ) - (inFocusWidth/2.0) ) / inFocusPenumbra; return clamp( depthDiff, 0.0, 1.0 ); } float GetTiltShiftMultiplier(vec2 inTexCoord, float inFocusBarHeight, float inFocusWidth ) { //For now, you can't rotate the focus blur but in time you will be able to. float texPos = inTexCoord.y; float focusDiff = max( 0.0, abs( texPos - inFocusBarHeight ) - (inFocusWidth/2.0) ) / inFocusWidth; return clamp( focusDiff, 0.0, 1.0 ); } #ifdef VERTEX_SHADER void SetupBoxBlurCoords(vec2 inTexInfo) { xIncrement = .5 / inTexInfo.x; yIncrement = .5 / inTexInfo.y; TexCoord0 = vec2( TexCoord.x + xIncrement, TexCoord.y + yIncrement ); TexCoord1 = vec2( TexCoord.x - xIncrement, TexCoord.y - yIncrement ); TexCoord2 = vec2( TexCoord.x - xIncrement, TexCoord.y + yIncrement ); TexCoord3 = vec2( TexCoord.x + xIncrement, TexCoord.y - yIncrement ); } void SetupPoissonBlurCoords(float inBlurAmount, vec2 inTexInfo ) { float incX = inBlurAmount / inTexInfo.x; float incY = inBlurAmount / inTexInfo.y; TexCoord0 = vec2( TexCoord.x + poisson0.x * incX, TexCoord.y + poisson0.y * incY ); TexCoord1 = vec2( TexCoord.x + poisson1.x * incX, TexCoord.y + poisson1.y * incY ); TexCoord2 = vec2( TexCoord.x + poisson2.x * incX, TexCoord.y + poisson2.y * incY ); TexCoord3 = vec2( TexCoord.x + poisson3.x * incX, TexCoord.y + poisson3.y * incY ); TexCoord4 = vec2( TexCoord.x + poisson4.x * incX, TexCoord.y + poisson4.y * incY ); TexCoord5 = vec2( TexCoord.x + poisson5.x * incX, TexCoord.y + poisson5.y * incY ); TexCoord6 = vec2( TexCoord.x + poisson6.x * incX, TexCoord.y + poisson6.y * incY ); TexCoord7 = vec2( TexCoord.x + poisson7.x * incX, TexCoord.y + poisson7.y * incY ); } void SetupHorizontalGaussianBlur( float inDestWidth, float inBlurAmount, vec2 inTexCoord ) { float increment = inBlurAmount/inDestWidth; TexCoord0 = vec2(inTexCoord.x + increment , inTexCoord.y ); TexCoord1 = vec2(inTexCoord.x + increment * 2.0 , inTexCoord.y); TexCoord2 = vec2(inTexCoord.x + increment * 3.0 , inTexCoord.y); TexCoord3 = vec2(inTexCoord.x , inTexCoord.y); TexCoord4 = vec2(inTexCoord.x - increment , inTexCoord.y); TexCoord5 = vec2(inTexCoord.x - increment * 2.0 , inTexCoord.y); TexCoord6 = vec2(inTexCoord.x - increment * 3.0 , inTexCoord.y); } void SetupVerticalGaussianBlur( float inDestHeight, float inBlurAmount, vec2 inTexCoord ) { float increment = inBlurAmount/inDestHeight; TexCoord0 = vec2(inTexCoord.x, inTexCoord.y + increment ); TexCoord1 = vec2(inTexCoord.x, inTexCoord.y + increment * 2.0 ); TexCoord2 = vec2(inTexCoord.x, inTexCoord.y + increment * 3.0); TexCoord3 = vec2(inTexCoord.x, inTexCoord.y); TexCoord4 = vec2(inTexCoord.x, inTexCoord.y - increment); TexCoord5 = vec2(inTexCoord.x, inTexCoord.y - increment * 2.0); TexCoord6 = vec2(inTexCoord.x, inTexCoord.y - increment * 3.0); } void SetupHorizontalGaussianBlur3Tap( float inDestWidth, float inBlurAmount, vec2 inTexCoord ) { float increment = inBlurAmount/inDestWidth; TexCoord0 = vec2(inTexCoord.x + increment , inTexCoord.y ); TexCoord1 = vec2(inTexCoord.x , inTexCoord.y); TexCoord2 = vec2(inTexCoord.x - increment , inTexCoord.y); } void SetupVerticalGaussianBlur3Tap( float inDestHeight, float inBlurAmount, vec2 inTexCoord ) { float increment = inBlurAmount/inDestHeight; TexCoord0 = vec2(inTexCoord.x, inTexCoord.y + increment ); TexCoord1 = vec2(inTexCoord.x, inTexCoord.y); TexCoord2 = vec2(inTexCoord.x, inTexCoord.y - increment); } #endif #ifdef FRAGMENT_SHADER vec4 BoxDepthBlur(sampler2D inDepthSampler, sampler2D inBlurSampler, float inBlurSamplerAlphaFlag , float inFocusDistance, float inFocusWidth, float inFocusPenumbra ) { float mult0 = .25 * GetDepthMultiplier( TexCoord0, inDepthSampler, inFocusDistance, inFocusWidth, inFocusPenumbra ); float mult1 = .25 * GetDepthMultiplier( TexCoord1, inDepthSampler, inFocusDistance, inFocusWidth, inFocusPenumbra ); float mult2 = .25 * GetDepthMultiplier( TexCoord2, inDepthSampler, inFocusDistance, inFocusWidth, inFocusPenumbra ); float mult3 = .25 * GetDepthMultiplier( TexCoord3, inDepthSampler, inFocusDistance, inFocusWidth, inFocusPenumbra ); float multTotal = mult0 + mult1 + mult2 + mult3; float totalDivisor = multTotal != 0.0 ? 1.0 / multTotal : 0.0; vec4 OutCol = GetTextureValue(inBlurSampler, TexCoord0, inBlurSamplerAlphaFlag) * mult0; OutCol += GetTextureValue(inBlurSampler, TexCoord1, inBlurSamplerAlphaFlag) * mult1; OutCol += GetTextureValue(inBlurSampler, TexCoord2, inBlurSamplerAlphaFlag) * mult2; OutCol += GetTextureValue(inBlurSampler, TexCoord3, inBlurSamplerAlphaFlag) * mult3; return OutCol * totalDivisor; } vec4 BoxTiltShiftBlur( sampler2D inBlurSampler, float inBlurSamplerAlphaFlag , float inFocusBarHeight, float inFocusWidth ) { float mult0 = .25 * GetTiltShiftMultiplier( TexCoord0, inFocusBarHeight, inFocusWidth ); float mult1 = .25 * GetTiltShiftMultiplier( TexCoord1, inFocusBarHeight, inFocusWidth ); float mult2 = .25 * GetTiltShiftMultiplier( TexCoord2, inFocusBarHeight, inFocusWidth ); float mult3 = .25 * GetTiltShiftMultiplier( TexCoord3, inFocusBarHeight, inFocusWidth ); float multTotal = mult0 + mult1 + mult2 + mult3; float totalDivisor = multTotal != 0.0 ? 1.0 / multTotal : 0.0; vec4 OutCol = GetTextureValuePreMult(inBlurSampler, TexCoord0) * mult0; OutCol += GetTextureValuePreMult(inBlurSampler, TexCoord1) * mult1; OutCol += GetTextureValuePreMult(inBlurSampler, TexCoord2) * mult2; OutCol += GetTextureValuePreMult(inBlurSampler, TexCoord3) * mult3; return OutCol * totalDivisor; } vec4 PoissonDepthBlur(sampler2D inSampler, float inAlphaFlag, sampler2D inDepthSampler , float inFocusDistance, float inFocusWidth, float inFocusPenumbra ) { float mult0 = (1.0 - poisson0.z) * GetDepthMultiplier(TexCoord0,inDepthSampler, inFocusDistance, inFocusWidth, inFocusPenumbra); float mult1 = (1.0 - poisson1.z) * GetDepthMultiplier(TexCoord1,inDepthSampler, inFocusDistance, inFocusWidth, inFocusPenumbra); float mult2 = (1.0 - poisson2.z) * GetDepthMultiplier(TexCoord2,inDepthSampler, inFocusDistance, inFocusWidth, inFocusPenumbra); float multTotal = mult0 + mult1 + mult2; float multMultiplier = multTotal > 0.0 ? 1.0 / multTotal : 0.0; vec4 outColor = GetTextureValue( inSampler, TexCoord0, inAlphaFlag ) * (mult0 * multMultiplier); outColor += GetTextureValue( inSampler, TexCoord1, inAlphaFlag ) * (mult1 * multMultiplier); outColor += GetTextureValue( inSampler, TexCoord2, inAlphaFlag ) * (mult2 * multMultiplier); return outColor; } vec4 PoissonTiltShiftBlur(sampler2D inSampler, float inAlphaFlag, float inBarHeight, float inFocusWidth ) { float mult0 = (1.0 - poisson0.z) * GetTiltShiftMultiplier(TexCoord0, inBarHeight, inFocusWidth ); float mult1 = (1.0 - poisson1.z) * GetTiltShiftMultiplier(TexCoord1, inBarHeight, inFocusWidth ); float mult2 = (1.0 - poisson2.z) * GetTiltShiftMultiplier(TexCoord2, inBarHeight, inFocusWidth ); float mult3 = (1.0 - poisson3.z) * GetTiltShiftMultiplier(TexCoord3, inBarHeight, inFocusWidth ); float mult4 = (1.0 - poisson4.z) * GetTiltShiftMultiplier(TexCoord4, inBarHeight, inFocusWidth ); float multTotal = mult0 + mult1 + mult2 + mult3 + mult4; float multMultiplier = multTotal > 0.0 ? 1.0 / multTotal : 0.0; vec4 outColor = GetTextureValuePreMult( inSampler, TexCoord0 ) * (mult0 * multMultiplier); outColor += GetTextureValuePreMult( inSampler, TexCoord1 ) * (mult1 * multMultiplier); outColor += GetTextureValuePreMult( inSampler, TexCoord2 ) * (mult2 * multMultiplier); outColor += GetTextureValuePreMult( inSampler, TexCoord3 ) * (mult3 * multMultiplier); outColor += GetTextureValuePreMult( inSampler, TexCoord4 ) * (mult4 * multMultiplier); return outColor; } float GaussianAlphaBlur( sampler2D inSampler, float inAlphaFlag ) { float OutCol = 0.0; OutCol += GetTextureValue(inSampler, TexCoord0, inAlphaFlag).a * ( WT7_1/WT7_NORMALIZE ); OutCol += GetTextureValue(inSampler, TexCoord1, inAlphaFlag).a * ( WT7_2/WT7_NORMALIZE ); OutCol += GetTextureValue(inSampler, TexCoord2, inAlphaFlag).a * ( WT7_3/WT7_NORMALIZE ); OutCol += GetTextureValue(inSampler, TexCoord3, inAlphaFlag).a * ( WT7_0/WT7_NORMALIZE ); OutCol += GetTextureValue(inSampler, TexCoord4, inAlphaFlag).a * ( WT7_1/WT7_NORMALIZE ); OutCol += GetTextureValue(inSampler, TexCoord5, inAlphaFlag).a * ( WT7_2/WT7_NORMALIZE ); OutCol += GetTextureValue(inSampler, TexCoord6, inAlphaFlag).a * ( WT7_3/WT7_NORMALIZE ); return OutCol; } vec4 GaussianBlur( sampler2D inSampler, float inAlphaFlag ) { vec4 OutCol = vec4(0.0); OutCol += GetTextureValue(inSampler, TexCoord0, inAlphaFlag) * ( WT7_1/WT7_NORMALIZE ); OutCol += GetTextureValue(inSampler, TexCoord1, inAlphaFlag) * ( WT7_2/WT7_NORMALIZE ); OutCol += GetTextureValue(inSampler, TexCoord2, inAlphaFlag) * ( WT7_3/WT7_NORMALIZE ); OutCol += GetTextureValue(inSampler, TexCoord3, inAlphaFlag) * ( WT7_0/WT7_NORMALIZE ); OutCol += GetTextureValue(inSampler, TexCoord4, inAlphaFlag) * ( WT7_1/WT7_NORMALIZE ); OutCol += GetTextureValue(inSampler, TexCoord5, inAlphaFlag) * ( WT7_2/WT7_NORMALIZE ); OutCol += GetTextureValue(inSampler, TexCoord6, inAlphaFlag) * ( WT7_3/WT7_NORMALIZE ); return OutCol; } vec4 GaussianBlur3Tap( sampler2D inSampler, float inAlphaFlag ) { vec4 OutCol = vec4(0.0); OutCol += GetTextureValue(inSampler, TexCoord0, inAlphaFlag) * ( WT3_1/WT3_NORMALIZE ); OutCol += GetTextureValue(inSampler, TexCoord1, inAlphaFlag) * ( WT3_0/WT3_NORMALIZE ); OutCol += GetTextureValue(inSampler, TexCoord2, inAlphaFlag) * ( WT3_1/WT3_NORMALIZE ); return OutCol; } //Get texture data for a texture we know is premultiplied. vec4 GaussianBlur3TapPremultiplied( sampler2D inSampler ) { vec4 OutCol = vec4(0.0); OutCol += texture2D(inSampler, TexCoord0) * ( WT3_1/WT3_NORMALIZE ); OutCol += texture2D(inSampler, TexCoord1) * ( WT3_0/WT3_NORMALIZE ); OutCol += texture2D(inSampler, TexCoord2) * ( WT3_1/WT3_NORMALIZE ); return OutCol; } vec4 GaussianDepthBlur( sampler2D inSampler, float inTextureAlphaInfo, sampler2D inDepthSampler , float inFocusDistance, float inFocusWidth, float inFocusPenumbra ) { //We modulate each sample weight by the depth value so that we minimize bleeding of the focused //area into the non-focused area. float mult0 = GetDepthMultiplier(TexCoord0, inDepthSampler, inFocusDistance, inFocusWidth, inFocusPenumbra) * WT7_1; float mult1 = GetDepthMultiplier(TexCoord1, inDepthSampler, inFocusDistance, inFocusWidth, inFocusPenumbra) * WT7_2; float mult2 = GetDepthMultiplier(TexCoord2, inDepthSampler, inFocusDistance, inFocusWidth, inFocusPenumbra) * WT7_3; float mult3 = GetDepthMultiplier(TexCoord3, inDepthSampler, inFocusDistance, inFocusWidth, inFocusPenumbra) * WT7_0; float mult4 = GetDepthMultiplier(TexCoord4, inDepthSampler, inFocusDistance, inFocusWidth, inFocusPenumbra) * WT7_1; float mult5 = GetDepthMultiplier(TexCoord5, inDepthSampler, inFocusDistance, inFocusWidth, inFocusPenumbra) * WT7_2; float mult6 = GetDepthMultiplier(TexCoord6, inDepthSampler, inFocusDistance, inFocusWidth, inFocusPenumbra) * WT7_3; float multTotal = mult0 + mult1 + mult2 + mult3 + mult4 + mult5 + mult6; float multMultiplier = multTotal > 0.0 ? 1.0 / multTotal : 0.0; vec4 OutCol = vec4(0.0); OutCol += GetTextureValue(inSampler, TexCoord0, inTextureAlphaInfo) * (mult0 * multMultiplier); OutCol += GetTextureValue(inSampler, TexCoord1, inTextureAlphaInfo) * (mult1 * multMultiplier); OutCol += GetTextureValue(inSampler, TexCoord2, inTextureAlphaInfo) * (mult2 * multMultiplier); OutCol += GetTextureValue(inSampler, TexCoord3, inTextureAlphaInfo) * (mult3 * multMultiplier); OutCol += GetTextureValue(inSampler, TexCoord4, inTextureAlphaInfo) * (mult4 * multMultiplier); OutCol += GetTextureValue(inSampler, TexCoord5, inTextureAlphaInfo) * (mult5 * multMultiplier); OutCol += GetTextureValue(inSampler, TexCoord6, inTextureAlphaInfo) * (mult6 * multMultiplier); return OutCol; } #endif #endif // BLUR_GLSLLIB