// Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #include "texturesample.glsllib" VARYING vec2 TexCoord0; VARYING vec2 TexCoord1; VARYING vec2 TexCoord2; 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 ); float getDepthValue( vec4 depth_texture_sample, vec2 cameraProperties ) { float zNear = cameraProperties.x; float zFar = cameraProperties.y; float zRange = zFar - zNear; float z_b = depth_texture_sample.x; float z_n = 2.0 * z_b - 1.0; float z_e = 2.0 * zNear * zFar / (zFar + zNear - z_n * (zRange)); return 1.0 - ((z_e - cameraProperties.x) / (zRange)); } float depthValueToLinearDistance( float depth_value, vec2 cameraProperties ) { float FarClipDistance = cameraProperties.y; float NearClipDistance = cameraProperties.x; float DepthRange = FarClipDistance - NearClipDistance; float linearDepth = NearClipDistance + (DepthRange * (1.0 - depth_value)); return linearDepth; } #if QSHADER_VIEW_COUNT >= 2 float getDepthMultiplier(vec2 inTexCoord, sampler2DArray inDepthSampler, float inFocusDistance, float inFocusWidth, float inFocusPenumbra) #else float getDepthMultiplier(vec2 inTexCoord, sampler2D inDepthSampler, float inFocusDistance, float inFocusWidth, float inFocusPenumbra) #endif { float depthTap = getDepthValue( SAMPLE(inDepthSampler, inTexCoord), CAMERA_PROPERTIES ); float linearDepth = depthValueToLinearDistance( depthTap, CAMERA_PROPERTIES ); float depthDiff = max( 0.0, abs( linearDepth - inFocusDistance ) - (inFocusWidth/2.0) ) / inFocusPenumbra; return clamp( depthDiff, 0.0, 1.0 ); } #if QSHADER_VIEW_COUNT >= 2 vec4 poissonDepthBlur(sampler2DArray inSampler, sampler2DArray inDepthSampler, float inFocusDistance, float inFocusWidth, float inFocusPenumbra) #else vec4 poissonDepthBlur(sampler2D inSampler, sampler2D inDepthSampler, float inFocusDistance, float inFocusWidth, float inFocusPenumbra) #endif { 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 = SAMPLE( inSampler, TexCoord0 ) * (mult0 * multMultiplier); outColor += SAMPLE( inSampler, TexCoord1 ) * (mult1 * multMultiplier); outColor += SAMPLE( inSampler, TexCoord2 ) * (mult2 * multMultiplier); return outColor; } void MAIN() { float centerMultiplier = getDepthMultiplier(INPUT_UV, DEPTH_TEXTURE, focusDistance, focusRange, focusRange); vec4 blurColor = poissonDepthBlur(INPUT, DEPTH_TEXTURE, focusDistance, focusRange, focusRange); FRAGCOLOR = mix(SAMPLE(sourceSampler, INPUT_UV), blurColor, centerMultiplier); }