处理中的点/笔划的景深着色器

时间:2018-06-03 22:54:19

标签: glsl processing shader depth-buffer gaussianblur

最近我一直在使用下面的景深着色器(最初来自OpenFrameworks的ofxPostProcessing库)来处理草图。

depth.glsl

uniform float maxDepth;

void main() {
  float depth = gl_FragCoord.z / gl_FragCoord.w;
  gl_FragColor = vec4(vec3(1.0 - depth/maxDepth), 1.0);
}

dof.glsl

uniform sampler2D texture;

varying vec4 vertexture;
varying vec4 vertTexCoord;

uniform sampler2D tDepth;

uniform float maxBlur; // max blur amount
uniform float aperture; // aperture - bigger values for shallower depth of field

uniform float focus;
uniform float aspect;

void main() {
    vec2 vUv = vertTexCoord.st;

    vec2 aspectcorrect = vec2( 1.0, aspect );

    vec4 depth1 = texture2D( tDepth, vUv );

    float factor = depth1.x - focus;

    vec2 dofblur = vec2 ( clamp( factor * aperture, -maxBlur, maxBlur ) );

    vec2 dofblur9 = dofblur * 0.9;
    vec2 dofblur7 = dofblur * 0.7;
    vec2 dofblur4 = dofblur * 0.4;

    vec4 col = vec4( 0.0 );

    col += texture2D( texture, vUv.xy );
    col += texture2D( texture, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );
    col += texture2D( texture, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );
    col += texture2D( texture, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );
    col += texture2D( texture, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );
    col += texture2D( texture, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );
    col += texture2D( texture, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );
    col += texture2D( texture, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );
    col += texture2D( texture, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );
    col += texture2D( texture, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );
    col += texture2D( texture, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );
    col += texture2D( texture, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );
    col += texture2D( texture, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );
    col += texture2D( texture, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );
    col += texture2D( texture, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );
    col += texture2D( texture, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );
    col += texture2D( texture, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );

    col += texture2D( texture, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );
    col += texture2D( texture, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );
    col += texture2D( texture, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );
    col += texture2D( texture, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );
    col += texture2D( texture, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );
    col += texture2D( texture, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );
    col += texture2D( texture, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );
    col += texture2D( texture, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );

    col += texture2D( texture, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );
    col += texture2D( texture, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );
    col += texture2D( texture, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );
    col += texture2D( texture, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );
    col += texture2D( texture, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );
    col += texture2D( texture, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );
    col += texture2D( texture, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );
    col += texture2D( texture, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );

    col += texture2D( texture, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );
    col += texture2D( texture, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );
    col += texture2D( texture, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );
    col += texture2D( texture, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );
    col += texture2D( texture, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );
    col += texture2D( texture, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );
    col += texture2D( texture, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );
    col += texture2D( texture, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );

    gl_FragColor = col / 41.0;
    gl_FragColor.a = 1.0;
}

DOF效果适用于BOXSPHERE这样的原语(请参阅后面的示例草图)但不幸的是,在显示POINT和{时,它不起作用{1}}(每个点的模糊量都相同,无论它们与相机有多远)。

我认为这与点和笔画不能用颜色着色器控制这一事实有关,但不能肯定地说,因为我一般都是着色器的新手。

问题

  • 是否可以调整上面的着色器以使其与点/笔划一起使用,或者我是否必须为这些特定基元使用/编写完全不同的景深着色器?
  • 如果可以进行简单的调整,你能帮我弄清楚我必须添加/修改什么才能让它与积分一起工作吗?

任何建议都将不胜感激。

谢谢

示例草图(需要Python模式+ PeasyCam库)

STROKE

enter image description here

0 个答案:

没有答案