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1// Performs depth of field postprocessing, with both Gaussian and bokeh kernels.
2//
3// Gaussian blur is performed as a separable convolution: first blurring in the
4// X direction, and then in the Y direction. This is asymptotically more
5// efficient than performing a 2D convolution.
6//
7// The Bokeh blur uses a similar, but more complex, separable convolution
8// technique. The algorithm is described in Colin Barré-Brisebois, "Hexagonal
9// Bokeh Blur Revisited" [1]. It's motivated by the observation that we can use
10// separable convolutions not only to produce boxes but to produce
11// parallelograms. Thus, by performing three separable convolutions in sequence,
12// we can produce a hexagonal shape. The first and second convolutions are done
13// simultaneously using multiple render targets to cut the total number of
14// passes down to two.
15//
16// [1]: https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited-part-2-improved-2-pass-version/
18#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput
19#import bevy_pbr::mesh_view_bindings::view
20#import bevy_pbr::view_transformations::depth_ndc_to_view_z
21#import bevy_render::view::View
23// Parameters that control the depth of field effect. See
24// `bevy_core_pipeline::dof::DepthOfFieldUniforms` for information on what these
25// parameters mean.
26struct DepthOfFieldParams {
27 /// The distance in meters to the location in focus.
28 focal_distance: f32,
30 /// The [focal length]. Physically speaking, this represents "the distance
31 /// from the center of the lens to the principal foci of the lens". The
32 /// default value, 50 mm, is considered representative of human eyesight.
33 /// Real-world lenses range from anywhere from 5 mm for "fisheye" lenses to
34 /// 2000 mm for "super-telephoto" lenses designed for very distant objects.
35 ///
36 /// The higher the value, the more blurry objects not in focus will be.
37 ///
38 /// [focal length]: https://en.wikipedia.org/wiki/Focal_length
39 focal_length: f32,
41 /// The premultiplied factor that we scale the circle of confusion by.
42 ///
43 /// This is calculated as `focal_length² / (sensor_height * aperture_f_stops)`.
44 coc_scale_factor: f32,
46 /// The maximum diameter, in pixels, that we allow a circle of confusion to be.
47 ///
48 /// A circle of confusion essentially describes the size of a blur.
49 ///
50 /// This value is nonphysical but is useful for avoiding pathologically-slow
51 /// behavior.
52 max_circle_of_confusion_diameter: f32,
54 /// The depth value that we clamp distant objects to. See the comment in
55 /// [`DepthOfField`] for more information.
56 max_depth: f32,
58 /// Padding.
59 pad_a: u32,
60 /// Padding.
61 pad_b: u32,
62 /// Padding.
63 pad_c: u32,
66// The first bokeh pass outputs to two render targets. We declare them here.
67struct DualOutput {
68 // The vertical output.
69 @location(0) output_0: vec4<f32>,
70 // The diagonal output.
71 @location(1) output_1: vec4<f32>,
74// @group(0) @binding(0) is `mesh_view_bindings::view`.
76// The depth texture for the main view.
77#ifdef MULTISAMPLED
78@group(0) @binding(1) var depth_texture: texture_depth_multisampled_2d;
79#else // MULTISAMPLED
80@group(0) @binding(1) var depth_texture: texture_depth_2d;
81#endif // MULTISAMPLED
83// The main color texture.
84@group(0) @binding(2) var color_texture_a: texture_2d<f32>;
86// The auxiliary color texture that we're sampling from. This is only used as
87// part of the second bokeh pass.
88#ifdef DUAL_INPUT
89@group(0) @binding(3) var color_texture_b: texture_2d<f32>;
90#endif // DUAL_INPUT
92// The global uniforms, representing data backed by buffers shared among all
93// views in the scene.
95// The parameters that control the depth of field effect.
96@group(1) @binding(0) var<uniform> dof_params: DepthOfFieldParams;
98// The sampler that's used to fetch texels from the source color buffer.
99@group(1) @binding(1) var color_texture_sampler: sampler;
101// cos(-30°), used for the bokeh blur.
102const COS_NEG_FRAC_PI_6: f32 = 0.8660254037844387;
103// sin(-30°), used for the bokeh blur.
104const SIN_NEG_FRAC_PI_6: f32 = -0.5;
105// cos(-150°), used for the bokeh blur.
106const COS_NEG_FRAC_PI_5_6: f32 = -0.8660254037844387;
107// sin(-150°), used for the bokeh blur.
108const SIN_NEG_FRAC_PI_5_6: f32 = -0.5;
110// Calculates and returns the diameter (not the radius) of the [circle of
111// confusion].
112//
113// [circle of confusion]: https://en.wikipedia.org/wiki/Circle_of_confusion
114fn calculate_circle_of_confusion(in_frag_coord: vec4<f32>) -> f32 {
115 // Unpack the depth of field parameters.
116 let focus = dof_params.focal_distance;
117 let f = dof_params.focal_length;
118 let scale = dof_params.coc_scale_factor;
119 let max_coc_diameter = dof_params.max_circle_of_confusion_diameter;
121 // Sample the depth.
122 let frag_coord = vec2<i32>(floor(in_frag_coord.xy));
123 let raw_depth = textureLoad(depth_texture, frag_coord, 0);
124 let depth = min(-depth_ndc_to_view_z(raw_depth), dof_params.max_depth);
126 // Calculate the circle of confusion.
127 //
128 // This is just the formula from Wikipedia [1].
129 //
130 // [1]: https://en.wikipedia.org/wiki/Circle_of_confusion#Determining_a_circle_of_confusion_diameter_from_the_object_field
131 let candidate_coc = scale * abs(depth - focus) / (depth * (focus - f));
133 let framebuffer_size = vec2<f32>(textureDimensions(color_texture_a));
134 return clamp(candidate_coc * framebuffer_size.y, 0.0, max_coc_diameter);
137// Performs a single direction of the separable Gaussian blur kernel.
138//
139// * `frag_coord` is the screen-space pixel coordinate of the fragment (i.e. the
140// `position` input to the fragment).
141//
142// * `coc` is the diameter (not the radius) of the circle of confusion for this
143// fragment.
144//
145// * `frag_offset` is the vector, in screen-space units, from one sample to the
146// next. For a horizontal blur this will be `vec2(1.0, 0.0)`; for a vertical
147// blur this will be `vec2(0.0, 1.0)`.
148//
149// Returns the resulting color of the fragment.
150fn gaussian_blur(frag_coord: vec4<f32>, coc: f32, frag_offset: vec2<f32>) -> vec4<f32> {
151 // Usually σ (the standard deviation) is half the radius, and the radius is
152 // half the CoC. So we multiply by 0.25.
153 let sigma = coc * 0.25;
155 // 1.5σ is a good, somewhat aggressive default for support—the number of
156 // texels on each side of the center that we process.
157 let support = i32(ceil(sigma * 1.5));
158 let uv = frag_coord.xy / vec2<f32>(textureDimensions(color_texture_a));
159 let offset = frag_offset / vec2<f32>(textureDimensions(color_texture_a));
161 // The probability density function of the Gaussian blur is (up to constant factors) `exp(-1 / 2σ² *
162 // x²). We precalculate the constant factor here to avoid having to
163 // calculate it in the inner loop.
164 let exp_factor = -1.0 / (2.0 * sigma * sigma);
166 // Accumulate samples on both sides of the current texel. Go two at a time,
167 // taking advantage of bilinear filtering.
168 var sum = textureSampleLevel(color_texture_a, color_texture_sampler, uv, 0.0).rgb;
169 var weight_sum = 1.0;
170 for (var i = 1; i <= support; i += 2) {
171 // This is a well-known trick to reduce the number of needed texture
172 // samples by a factor of two. We seek to accumulate two adjacent
173 // samples c₀ and c₁ with weights w₀ and w₁ respectively, with a single
174 // texture sample at a carefully chosen location. Observe that:
175 //
176 // k ⋅ lerp(c₀, c₁, t) = w₀⋅c₀ + w₁⋅c₁
177 //
178 // w₁
179 // if k = w₀ + w₁ and t = ───────
180 // w₀ + w₁
181 //
182 // Therefore, if we sample at a distance of t = w₁ / (w₀ + w₁) texels in
183 // between the two texel centers and scale by k = w₀ + w₁ afterward, we
184 // effectively evaluate w₀⋅c₀ + w₁⋅c₁ with a single texture lookup.
185 let w0 = exp(exp_factor * f32(i) * f32(i));
186 let w1 = exp(exp_factor * f32(i + 1) * f32(i + 1));
187 let uv_offset = offset * (f32(i) + w1 / (w0 + w1));
188 let weight = w0 + w1;
190 sum += (
191 textureSampleLevel(color_texture_a, color_texture_sampler, uv + uv_offset, 0.0).rgb +
192 textureSampleLevel(color_texture_a, color_texture_sampler, uv - uv_offset, 0.0).rgb
193 ) * weight;
194 weight_sum += weight * 2.0;
195 }
197 return vec4(sum / weight_sum, 1.0);
200// Performs a box blur in a single direction, sampling `color_texture_a`.
201//
202// * `frag_coord` is the screen-space pixel coordinate of the fragment (i.e. the
203// `position` input to the fragment).
204//
205// * `coc` is the diameter (not the radius) of the circle of confusion for this
206// fragment.
207//
208// * `frag_offset` is the vector, in screen-space units, from one sample to the
209// next. This need not be horizontal or vertical.
210fn box_blur_a(frag_coord: vec4<f32>, coc: f32, frag_offset: vec2<f32>) -> vec4<f32> {
211 let support = i32(round(coc * 0.5));
212 let uv = frag_coord.xy / vec2<f32>(textureDimensions(color_texture_a));
213 let offset = frag_offset / vec2<f32>(textureDimensions(color_texture_a));
215 // Accumulate samples in a single direction.
216 var sum = vec3(0.0);
217 for (var i = 0; i <= support; i += 1) {
218 sum += textureSampleLevel(
219 color_texture_a, color_texture_sampler, uv + offset * f32(i), 0.0).rgb;
220 }
222 return vec4(sum / vec3(1.0 + f32(support)), 1.0);
225// Performs a box blur in a single direction, sampling `color_texture_b`.
226//
227// * `frag_coord` is the screen-space pixel coordinate of the fragment (i.e. the
228// `position` input to the fragment).
229//
230// * `coc` is the diameter (not the radius) of the circle of confusion for this
231// fragment.
232//
233// * `frag_offset` is the vector, in screen-space units, from one sample to the
234// next. This need not be horizontal or vertical.
235#ifdef DUAL_INPUT
236fn box_blur_b(frag_coord: vec4<f32>, coc: f32, frag_offset: vec2<f32>) -> vec4<f32> {
237 let support = i32(round(coc * 0.5));
238 let uv = frag_coord.xy / vec2<f32>(textureDimensions(color_texture_b));
239 let offset = frag_offset / vec2<f32>(textureDimensions(color_texture_b));
241 // Accumulate samples in a single direction.
242 var sum = vec3(0.0);
243 for (var i = 0; i <= support; i += 1) {
244 sum += textureSampleLevel(
245 color_texture_b, color_texture_sampler, uv + offset * f32(i), 0.0).rgb;
246 }
248 return vec4(sum / vec3(1.0 + f32(support)), 1.0);
250#endif
252// Calculates the horizontal component of the separable Gaussian blur.
253@fragment
254fn gaussian_horizontal(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
255 let coc = calculate_circle_of_confusion(in.position);
256 return gaussian_blur(in.position, coc, vec2(1.0, 0.0));
259// Calculates the vertical component of the separable Gaussian blur.
260@fragment
261fn gaussian_vertical(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
262 let coc = calculate_circle_of_confusion(in.position);
263 return gaussian_blur(in.position, coc, vec2(0.0, 1.0));
266// Calculates the vertical and first diagonal components of the separable
267// hexagonal bokeh blur.
268//
269// ╱
270// ╱
271// •
272// │
273// │
274@fragment
275fn bokeh_pass_0(in: FullscreenVertexOutput) -> DualOutput {
276 let coc = calculate_circle_of_confusion(in.position);
277 let vertical = box_blur_a(in.position, coc, vec2(0.0, 1.0));
278 let diagonal = box_blur_a(in.position, coc, vec2(COS_NEG_FRAC_PI_6, SIN_NEG_FRAC_PI_6));
280 // Note that the diagonal part is pre-mixed with the vertical component.
281 var output: DualOutput;
282 output.output_0 = vertical;
283 output.output_1 = mix(vertical, diagonal, 0.5);
284 return output;
287// Calculates the second diagonal components of the separable hexagonal bokeh
288// blur.
289//
290// ╲ ╱
291// ╲ ╱
292// •
293#ifdef DUAL_INPUT
294@fragment
295fn bokeh_pass_1(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
296 let coc = calculate_circle_of_confusion(in.position);
297 let output_0 = box_blur_a(in.position, coc, vec2(COS_NEG_FRAC_PI_6, SIN_NEG_FRAC_PI_6));
298 let output_1 = box_blur_b(in.position, coc, vec2(COS_NEG_FRAC_PI_5_6, SIN_NEG_FRAC_PI_5_6));
299 return mix(output_0, output_1, 0.5);
301#endif
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