Differential D16243 Diff 58431 source/blender/draw/engines/eevee/shaders/infos/eevee_legacy_dof_info.hh
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source/blender/draw/engines/eevee/shaders/infos/eevee_legacy_dof_info.hh
- This file was added.
| #include "gpu_shader_create_info.hh" | |||||
| /* DOF Lib */ | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_dof_lib) | |||||
| .additional_info("draw_view") | |||||
| .push_constant(Type::VEC4, "cocParams"); | |||||
| /* EEVEE_shaders_depth_of_field_bokeh_get */ | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_bokeh) | |||||
| .additional_info("draw_fullscreen") | |||||
| .additional_info("eevee_legacy_defines_info") | |||||
| .additional_info("eevee_legacy_dof_lib") | |||||
| .fragment_source("effect_dof_bokeh_frag.glsl") | |||||
| .push_constant(Type::FLOAT, "bokehSides") | |||||
| .push_constant(Type::FLOAT, "bokehRotation") | |||||
| .push_constant(Type::VEC2, "bokehAnisotropyInv") | |||||
| .fragment_out(0, Type::VEC2, "outGatherLut") | |||||
| .fragment_out(1, Type::FLOAT, "outScatterLut") | |||||
| .fragment_out(2, Type::FLOAT, "outResolveLut") | |||||
| .auto_resource_location(true) | |||||
| .do_static_compilation(true); | |||||
| /* EEVEE_shaders_depth_of_field_setup_get */ | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_setup) | |||||
| .additional_info("draw_fullscreen") | |||||
| .additional_info("eevee_legacy_defines_info") | |||||
| .additional_info("eevee_legacy_dof_lib") | |||||
| .fragment_source("effect_dof_setup_frag.glsl") | |||||
| .sampler(0, ImageType::FLOAT_2D, "colorBuffer") | |||||
| .sampler(1, ImageType::DEPTH_2D, "depthBuffer") | |||||
| .push_constant(Type::FLOAT, "bokehMaxSize") | |||||
| .fragment_out(0, Type::VEC4, "outColor") | |||||
| .fragment_out(1, Type::VEC2, "outCoc") | |||||
| .auto_resource_location(true) | |||||
| .do_static_compilation(true); | |||||
| /* EEVEE_shaders_depth_of_field_flatten_tiles_get */ | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_flatten_tiles) | |||||
| .additional_info("draw_fullscreen") | |||||
| .additional_info("eevee_legacy_defines_info") | |||||
| .additional_info("eevee_legacy_dof_lib") | |||||
| .fragment_source("effect_dof_flatten_tiles_frag.glsl") | |||||
| .sampler(0, ImageType::FLOAT_2D, "halfResCocBuffer") | |||||
| .fragment_out(0, Type::VEC4, "outFgCoc") | |||||
| .fragment_out(1, Type::VEC3, "outBgCoc") | |||||
| .auto_resource_location(true) | |||||
| .do_static_compilation(true); | |||||
| /* EEVEE_shaders_depth_of_field_dilate_tiles_get */ | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_dilate_tiles_common) | |||||
| .additional_info("draw_fullscreen") | |||||
| .additional_info("eevee_legacy_defines_info") | |||||
| .additional_info("eevee_legacy_dof_lib") | |||||
| .fragment_source("effect_dof_dilate_tiles_frag.glsl") | |||||
| .push_constant(Type::INT, "ringCount") | |||||
| .push_constant(Type::INT, "ringWidthMultiplier") | |||||
| .push_constant(Type::BOOL, "dilateSlightFocus") | |||||
| .sampler(0, ImageType::FLOAT_2D, "cocTilesFgBuffer") | |||||
| .sampler(1, ImageType::FLOAT_2D, "cocTilesBgBuffer") | |||||
| .fragment_out(0, Type::VEC4, "outFgCoc") | |||||
| .fragment_out(1, Type::VEC3, "outBgCoc") | |||||
| .auto_resource_location(true) | |||||
| .do_static_compilation(true); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_dilate_tiles_MINMAX) | |||||
| .define("DILATE_MODE_MIN_MAX") | |||||
| .additional_info("eevee_legacy_depth_of_field_dilate_tiles_common") | |||||
| .auto_resource_location(true) | |||||
| .do_static_compilation(true); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_dilate_tiles_MINABS) | |||||
| .define("DILATE_MODE_MIN_ABS") | |||||
| .additional_info("eevee_legacy_depth_of_field_dilate_tiles_common") | |||||
| .auto_resource_location(true) | |||||
| .do_static_compilation(true); | |||||
| /* EEVEE_shaders_depth_of_field_downsample_get */ | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_downsample) | |||||
| .additional_info("draw_fullscreen") | |||||
| .additional_info("eevee_legacy_defines_info") | |||||
| .additional_info("eevee_legacy_dof_lib") | |||||
| .fragment_source("effect_dof_downsample_frag.glsl") | |||||
| .sampler(0, ImageType::FLOAT_2D, "colorBuffer") | |||||
| .sampler(1, ImageType::FLOAT_2D, "cocBuffer") | |||||
| .fragment_out(0, Type::VEC4, "outColor") | |||||
| .auto_resource_location(true) | |||||
| .do_static_compilation(true); | |||||
| /* EEVEE_shaders_depth_of_field_reduce_get */ | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_reduce_common) | |||||
| .additional_info("draw_fullscreen") | |||||
| .additional_info("eevee_legacy_defines_info") | |||||
| .additional_info("eevee_legacy_dof_lib") | |||||
| .fragment_source("effect_dof_reduce_frag.glsl") | |||||
| .sampler(0, ImageType::FLOAT_2D, "colorBuffer") | |||||
| .sampler(1, ImageType::FLOAT_2D, "cocBuffer") | |||||
| .sampler(2, ImageType::FLOAT_2D, "downsampledBuffer") | |||||
| .push_constant(Type::VEC2, "bokehAnisotropy") | |||||
| .push_constant(Type::FLOAT, "scatterColorThreshold") | |||||
| .push_constant(Type::FLOAT, "scatterCocThreshold") | |||||
| .push_constant(Type::FLOAT, "scatterColorNeighborMax") | |||||
| .push_constant(Type::FLOAT, "colorNeighborClamping") | |||||
| .fragment_out(0, Type::VEC4, "outColor") | |||||
| .fragment_out(1, Type::FLOAT, "outCoc") | |||||
| .auto_resource_location(true) | |||||
| .do_static_compilation(true); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_reduce_COPY_PASS) | |||||
| .define("COPY_PASS") | |||||
| .fragment_out(2, Type::VEC3, "outScatterColor") | |||||
| .additional_info("eevee_legacy_depth_of_field_reduce_common") | |||||
| .auto_resource_location(true) | |||||
| .do_static_compilation(true); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_reduce_REDUCE_PASS) | |||||
| .define("REDUCE_PASS") | |||||
| .additional_info("eevee_legacy_depth_of_field_reduce_common") | |||||
| .auto_resource_location(true) | |||||
| .do_static_compilation(true); | |||||
| /* EEVEE_shaders_depth_of_field_gather_get */ | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_gather_common) | |||||
| .additional_info("draw_fullscreen") | |||||
| .additional_info("eevee_legacy_common_utiltex_lib") | |||||
| .additional_info("eevee_legacy_defines_info") | |||||
| .additional_info("eevee_legacy_dof_lib") | |||||
| .fragment_source("effect_dof_gather_frag.glsl") | |||||
| .sampler(0, ImageType::FLOAT_2D, "colorBuffer") | |||||
| .sampler(1, ImageType::FLOAT_2D, "cocBuffer") | |||||
| .sampler(2, ImageType::FLOAT_2D, "colorBufferBilinear") | |||||
| .sampler(3, ImageType::FLOAT_2D, "cocTilesFgBuffer") | |||||
| .sampler(4, ImageType::FLOAT_2D, "cocTilesBgBuffer") | |||||
| .sampler(5, ImageType::FLOAT_2D, "bokehLut") | |||||
| .push_constant(Type::VEC2, "gatherInputUvCorrection") | |||||
| .push_constant(Type::VEC2, "gatherOutputTexelSize") | |||||
| .push_constant(Type::VEC2, "bokehAnisotropy") | |||||
| .fragment_out(0, Type::VEC4, "outColor") | |||||
| .fragment_out(1, Type::FLOAT, "outWeight") | |||||
| .auto_resource_location(true); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_gather_bokeh).define("DOF_BOKEH_TEXTURE"); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_gather_FOREGROUND) | |||||
| .define("DOF_FOREGROUND_PASS") | |||||
| .additional_info("eevee_legacy_depth_of_field_gather_common") | |||||
| .fragment_out(2, Type::VEC2, "outOcclusion") /* NOT DOF_HOLEFILL_PASS */ | |||||
| .auto_resource_location(true) | |||||
| .do_static_compilation(true); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_gather_BACKGROUND) | |||||
| .define("DOF_BACKGROUND_PASS") | |||||
| .additional_info("eevee_legacy_depth_of_field_gather_common") | |||||
| .fragment_out(2, Type::VEC2, "outOcclusion") /* NOT DOF_HOLEFILL_PASS */ | |||||
| .auto_resource_location(true) | |||||
| .do_static_compilation(true); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_gather_HOLEFILL) | |||||
| .define("DOF_BACKGROUND_PASS") | |||||
| .define("DOF_HOLEFILL_PASS") | |||||
| .additional_info("eevee_legacy_depth_of_field_gather_common") | |||||
| .auto_resource_location(true) | |||||
| .do_static_compilation(true); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_gather_FOREGROUND_BOKEH) | |||||
| .additional_info("eevee_legacy_depth_of_field_gather_bokeh") | |||||
| .additional_info("eevee_legacy_depth_of_field_gather_FOREGROUND") | |||||
| .auto_resource_location(true) | |||||
| .do_static_compilation(true); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_gather_BACKGROUND_BOKEH) | |||||
| .additional_info("eevee_legacy_depth_of_field_gather_bokeh") | |||||
| .additional_info("eevee_legacy_depth_of_field_gather_BACKGROUND") | |||||
| .auto_resource_location(true) | |||||
| .do_static_compilation(true); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_gather_HOLEFILL_BOKEH) | |||||
| .additional_info("eevee_legacy_depth_of_field_gather_bokeh") | |||||
| .additional_info("eevee_legacy_depth_of_field_gather_HOLEFILL") | |||||
| .auto_resource_location(true) | |||||
| .do_static_compilation(true); | |||||
| /* EEVEE_shaders_depth_of_field_filter_get */ | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_filter) | |||||
| .additional_info("draw_fullscreen") | |||||
| .additional_info("eevee_legacy_defines_info") | |||||
| .additional_info("eevee_legacy_dof_lib") | |||||
| .fragment_source("effect_dof_filter_frag.glsl") | |||||
| .sampler(0, ImageType::FLOAT_2D, "colorBuffer") | |||||
| .sampler(1, ImageType::FLOAT_2D, "weightBuffer") | |||||
| .fragment_out(0, Type::VEC4, "outColor") | |||||
| .fragment_out(1, Type::FLOAT, "outWeight") | |||||
| .auto_resource_location(true) | |||||
| .do_static_compilation(true); | |||||
| /* EEVEE_shaders_depth_of_field_scatter_get */ | |||||
| GPU_SHADER_INTERFACE_INFO(eevee_legacy_dof_scatter_iface, "") | |||||
| .flat(Type::VEC4, "color1") | |||||
| .flat(Type::VEC4, "color2") | |||||
| .flat(Type::VEC4, "color3") | |||||
| .flat(Type::VEC4, "color4") | |||||
| .flat(Type::VEC4, "weights") | |||||
| .flat(Type::VEC4, "cocs") | |||||
| .flat(Type::VEC2, "spritepos") | |||||
| .flat(Type::FLOAT, "spritesize"); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_scatter_common) | |||||
| .additional_info("eevee_legacy_defines_info") | |||||
| .additional_info("eevee_legacy_dof_lib") | |||||
| .vertex_source("effect_dof_scatter_vert.glsl") | |||||
| .fragment_source("effect_dof_scatter_frag.glsl") | |||||
| .vertex_out(eevee_legacy_dof_scatter_iface) | |||||
| .push_constant(Type::VEC2, "targetTexelSize") | |||||
| .push_constant(Type::INT, "spritePerRow") | |||||
| .push_constant(Type::VEC2, "bokehAnisotropy") | |||||
| .push_constant(Type::VEC2, "bokehAnisotropyInv") | |||||
| .sampler(0, ImageType::FLOAT_2D, "colorBuffer") | |||||
| .sampler(1, ImageType::FLOAT_2D, "cocBuffer") | |||||
| .sampler(2, ImageType::FLOAT_2D, "occlusionBuffer") | |||||
| .sampler(3, ImageType::FLOAT_2D, "bokehLut") | |||||
| .fragment_out(0, Type::VEC4, "fragColor") | |||||
| .auto_resource_location(true) | |||||
| .do_static_compilation(true); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_scatter_bokeh).define("DOF_BOKEH_TEXTURE"); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_scatter_FOREGROUND) | |||||
| .define("DOF_FOREGROUND_PASS") | |||||
| .additional_info("eevee_legacy_depth_of_field_scatter_common") | |||||
| .do_static_compilation(true); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_scatter_BACKGROUND) | |||||
| .define("DOF_BACKGROUND_PASS") | |||||
| .additional_info("eevee_legacy_depth_of_field_scatter_common") | |||||
| .do_static_compilation(true); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_scatter_FOREGROUND_BOKEH) | |||||
| .additional_info("eevee_legacy_depth_of_field_scatter_bokeh") | |||||
| .additional_info("eevee_legacy_depth_of_field_scatter_FOREGROUND") | |||||
| .do_static_compilation(true); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_scatter_BACKGROUND_BOKEH) | |||||
| .additional_info("eevee_legacy_depth_of_field_scatter_bokeh") | |||||
| .additional_info("eevee_legacy_depth_of_field_scatter_BACKGROUND") | |||||
| .do_static_compilation(true); | |||||
| /* EEVEE_shaders_depth_of_field_resolve_get */ | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_resolve_common) | |||||
| .define("DOF_RESOLVE_PASS") | |||||
| .additional_info("draw_fullscreen") | |||||
| .additional_info("eevee_legacy_defines_info") | |||||
| .additional_info("eevee_legacy_common_utiltex_lib") | |||||
| .additional_info("eevee_legacy_dof_lib") | |||||
| .fragment_source("effect_dof_resolve_frag.glsl") | |||||
| .sampler(0, ImageType::FLOAT_2D, "fullResColorBuffer") | |||||
| .sampler(1, ImageType::DEPTH_2D, "fullResDepthBuffer") | |||||
| .sampler(2, ImageType::FLOAT_2D, "bgColorBuffer") | |||||
| .sampler(3, ImageType::FLOAT_2D, "bgWeightBuffer") | |||||
| .sampler(4, ImageType::FLOAT_2D, "bgTileBuffer") | |||||
| .sampler(5, ImageType::FLOAT_2D, "fgColorBuffer") | |||||
| .sampler(6, ImageType::FLOAT_2D, "fgWeightBuffer") | |||||
| .sampler(7, ImageType::FLOAT_2D, "fgTileBuffer") | |||||
| .sampler(8, ImageType::FLOAT_2D, "holefillColorBuffer") | |||||
| .sampler(9, ImageType::FLOAT_2D, "holefillWeightBuffer") | |||||
| .sampler(10, ImageType::FLOAT_2D, "bokehLut") | |||||
| .push_constant(Type::FLOAT, "bokehMaxSize") | |||||
| .fragment_out(0, Type::VEC4, "fragColor") | |||||
| .auto_resource_location(true); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_resolve_bokeh).define("DOF_BOKEH_TEXTURE"); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_resolve_HQ) | |||||
| .define("DOF_SLIGHT_FOCUS_DENSITY", "4") | |||||
| .additional_info("eevee_legacy_depth_of_field_resolve_common") | |||||
| .do_static_compilation(true); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_resolve_LQ) | |||||
| .define("DOF_SLIGHT_FOCUS_DENSITY", "2") | |||||
| .additional_info("eevee_legacy_depth_of_field_resolve_common") | |||||
| .do_static_compilation(true); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_resolve_HQ_BOKEH) | |||||
| .additional_info("eevee_legacy_depth_of_field_resolve_HQ") | |||||
| .additional_info("eevee_legacy_depth_of_field_resolve_bokeh") | |||||
| .do_static_compilation(true); | |||||
| GPU_SHADER_CREATE_INFO(eevee_legacy_depth_of_field_resolve_LQ_BOKEH) | |||||
| .additional_info("eevee_legacy_depth_of_field_resolve_LQ") | |||||
| .additional_info("eevee_legacy_depth_of_field_resolve_bokeh") | |||||
| .do_static_compilation(true); | |||||
| No newline at end of file | |||||