struct VertexOut {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
struct PostUniform {
viewport: vec4<f32>,
config: vec4<f32>,
};
@group(0) @binding(0)
var source_texture: texture_2d<f32>;
@group(0) @binding(1)
var<uniform> post: PostUniform;
@group(0) @binding(2)
var depth_texture: texture_2d<f32>;
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOut {
var positions = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -3.0),
vec2<f32>(-1.0, 1.0),
vec2<f32>(3.0, 1.0),
);
let position = positions[vertex_index];
var out: VertexOut;
out.position = vec4<f32>(position, 0.0, 1.0);
out.uv = position * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5);
return out;
}
fn sample_scene_depth(coord: vec2<i32>) -> f32 {
let encoded = textureLoad(depth_texture, coord, 0).rg;
let high = encoded.r * 255.0;
let low = encoded.g * 255.0;
return (high * 256.0 + low) / 65535.0;
}
fn dof_radius(depth: f32) -> i32 {
let focus_depth = clamp(post.viewport.z, 0.0, 1.0);
let max_radius = clamp(post.viewport.w, 0.0, 16.0);
let aperture_f_stop = clamp(post.config.x, 0.7, 32.0);
let aperture_scale = clamp(8.0 / aperture_f_stop, 0.0, 8.0);
let radius = abs(depth - focus_depth) * aperture_scale * max_radius * 32.0;
return i32(round(clamp(radius, 0.0, max_radius)));
}
@fragment
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
let dims = vec2<i32>(textureDimensions(source_texture));
let coord = clamp(vec2<i32>(in.uv * vec2<f32>(dims)), vec2<i32>(0), dims - vec2<i32>(1));
let source = textureLoad(source_texture, coord, 0);
let clear_depth = post.config.z;
let center_depth = sample_scene_depth(coord);
if abs(center_depth - clear_depth) <= 0.000001 {
return source;
}
let radius = dof_radius(center_depth);
if radius <= 0 {
return source;
}
var sum = vec4<f32>(0.0);
var count = 0.0;
for (var oy = -radius; oy <= radius; oy = oy + 1) {
for (var ox = -radius; ox <= radius; ox = ox + 1) {
let sample_coord = clamp(coord + vec2<i32>(ox, oy), vec2<i32>(0), dims - vec2<i32>(1));
sum = sum + textureLoad(source_texture, sample_coord, 0);
count = count + 1.0;
}
}
return sum / max(count, 1.0);
}