uniform sampler2D bgl_RenderedTexture; uniform sampler2D bgl_DepthTexture; uniform float bgl_RenderedTextureWidth; uniform float bgl_RenderedTextureHeight; #define PI 3.14159265 float width = bgl_RenderedTextureWidth; //texture width float height = bgl_RenderedTextureHeight; //texture height vec2 texel = vec2(1.0/width,1.0/height); //uniform variables from external script uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below uniform float focalLength; //focal length in mm uniform float fstop; //f-stop value uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range) /* make sure that these two values are the same for your camera, otherwise distances will be wrong. */ float znear = 0.1; //camera clipping start float zfar = 100.0; //camera clipping end //------------------------------------------ //user variables int samples = 3; //samples on the first ring int rings = 3; //ring count bool manualdof = false; //manual dof calculation float ndofstart = 1.0; //near dof blur start float ndofdist = 2.0; //near dof blur falloff distance float fdofstart = 1.0; //far dof blur start float fdofdist = 3.0; //far dof blur falloff distance float CoC = 0.03;//circle of confusion size in mm (35mm film = 0.03mm) bool vignetting = true; //use optical lens vignetting? float vignout = 1.3; //vignetting outer border float vignin = 0.0; //vignetting inner border float vignfade = 22.0; //f-stops till vignete fades bool autofocus = false; //use autofocus in shader? disable if you use external focalDepth value vec2 focus = vec2(0.5,0.5); // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right) float maxblur = 1.0; //clamp value of max blur (0.0 = no blur,1.0 default) float threshold = 0.5; //highlight threshold; float gain = 2.0; //highlight gain; float bias = 0.5; //bokeh edge bias float fringe = 0.7; //bokeh chromatic aberration/fringing bool noise = true; //use noise instead of pattern for sample dithering float namount = 0.0001; //dither amount bool depthblur = false; //blur the depth buffer? float dbsize = 1.25; //depthblursize /* next part is experimental not looking good with small sample and ring count looks okay starting from samples = 4, rings = 4 */ bool pentagon = false; //use pentagon as bokeh shape? float feather = 0.4; //pentagon shape feather //------------------------------------------ float penta(vec2 coords) //pentagonal shape { float scale = float(rings) - 1.3; vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0); vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0); vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0); vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0); vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0); vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0); vec4 one = vec4( 1.0 ); vec4 P = vec4((coords),vec2(scale, scale)); vec4 dist = vec4(0.0); float inorout = -4.0; dist.x = dot( P, HS0 ); dist.y = dot( P, HS1 ); dist.z = dot( P, HS2 ); dist.w = dot( P, HS3 ); dist = smoothstep( -feather, feather, dist ); inorout += dot( dist, one ); dist.x = dot( P, HS4 ); dist.y = HS5.w - abs( P.z ); dist = smoothstep( -feather, feather, dist ); inorout += dist.x; return clamp( inorout, 0.0, 1.0 ); } float bdepth(vec2 coords) //blurring depth { float d = 0.0; float kernel[9]; vec2 offset[9]; vec2 wh = vec2(texel.x, texel.y) * dbsize; offset[0] = vec2(-wh.x,-wh.y); offset[1] = vec2( 0.0, -wh.y); offset[2] = vec2( wh.x -wh.y); offset[3] = vec2(-wh.x, 0.0); offset[4] = vec2( 0.0, 0.0); offset[5] = vec2( wh.x, 0.0); offset[6] = vec2(-wh.x, wh.y); offset[7] = vec2( 0.0, wh.y); offset[8] = vec2( wh.x, wh.y); kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0; kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0; kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0; for( int i=0; i<9; i++ ) { float tmp = texture2D(bgl_DepthTexture, coords + offset[i]).r; d += tmp * kernel[i]; } return d; } vec3 color(vec2 coords,float blur) //processing the sample { vec3 col = vec3(0.0); col.r = texture2D(bgl_RenderedTexture,coords + vec2(0.0,1.0)*texel*fringe*blur).r; col.g = texture2D(bgl_RenderedTexture,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g; col.b = texture2D(bgl_RenderedTexture,coords + vec2(0.866,-0.5)*texel*fringe*blur).b; vec3 lumcoeff = vec3(0.299,0.587,0.114); float lum = dot(col.rgb, lumcoeff); float thresh = max((lum-threshold)*gain, 0.0); return col+mix(vec3(0.0),col,thresh*blur); } vec2 rand(vec2 coord) //generating noise/pattern texture for dithering { float noiseX = ((fract(1.0-coord.s*(width/2.0))*0.25)+(fract(coord.t*(height/2.0))*0.75))*2.0-1.0; float noiseY = ((fract(1.0-coord.s*(width/2.0))*0.75)+(fract(coord.t*(height/2.0))*0.25))*2.0-1.0; if (noise) { noiseX = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233))) * 43758.5453),0.0,1.0)*2.0-1.0; noiseY = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233)*2.0)) * 43758.5453),0.0,1.0)*2.0-1.0; } return vec2(noiseX,noiseY); } vec3 debugFocus(vec3 col, float blur, float depth) { float edge = 0.002*depth; //distance based edge smoothing float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0); float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0); col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6); col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2); return col; } float linearize(float depth) { return -zfar * znear / (depth * (zfar - znear) - zfar); } float vignette() { float dist = distance(gl_TexCoord[3].xy, vec2(0.5,0.5)); dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist); return clamp(dist,0.0,1.0); } void main() { //scene depth calculation float depth = linearize(texture2D(bgl_DepthTexture,gl_TexCoord[0].xy).x); if (depthblur) { depth = linearize(bdepth(gl_TexCoord[0].xy)); } //focal plane calculation float fDepth = focalDepth; if (autofocus) { fDepth = linearize(texture2D(bgl_DepthTexture,focus).x); } //dof blur factor calculation float blur = 0.0; if (manualdof) { float a = depth-fDepth; //focal plane float b = (a-fdofstart)/fdofdist; //far DoF float c = (-a-ndofstart)/ndofdist; //near Dof blur = (a>0.0)?b:c; } else { float f = focalLength; //focal length in mm float d = fDepth*1000.0; //focal plane in mm float o = depth*1000.0; //depth in mm float a = (o*f)/(o-f); float b = (d*f)/(d-f); float c = (d-f)/(d*fstop*CoC); blur = abs(a-b)*c; } blur = clamp(blur,0.0,1.0); // calculation of pattern for ditering vec2 noise = rand(gl_TexCoord[0].xy)*namount*blur; // getting blur x and y step factor float w = (1.0/width)*blur*maxblur+noise.x; float h = (1.0/height)*blur*maxblur+noise.y; // calculation of final color vec3 col = vec3(0.0); if(blur < 0.05) //some optimization thingy { col = texture2D(bgl_RenderedTexture, gl_TexCoord[0].xy).rgb; } else { col = texture2D(bgl_RenderedTexture, gl_TexCoord[0].xy).rgb; float s = 1.0; int ringsamples; for (int i = 1; i <= rings; i += 1) { ringsamples = i * samples; for (int j = 0 ; j < ringsamples ; j += 1) { float step = PI*2.0 / float(ringsamples); float pw = (cos(float(j)*step)*float(i)); float ph = (sin(float(j)*step)*float(i)); float p = 1.0; if (pentagon) { p = penta(vec2(pw,ph)); } col += color(gl_TexCoord[0].xy + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p; s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p; } } col /= s; //divide by sample count } if (showFocus) { col = debugFocus(col, blur, depth); } if (vignetting) { col *= vignette(); } gl_FragColor.rgb = col; gl_FragColor.a = 1.0; }