Fix DoF artifacting at high blur amounts

This commit is contained in:
ceLoFaN 2022-09-04 13:23:49 +03:00
parent b6d102c7c2
commit e844b95eaf
2 changed files with 6 additions and 8 deletions

View File

@ -186,6 +186,7 @@ void main() {
uv += pixel_size * 0.5; //half pixel to read centers
vec4 color = texture(color_texture, uv);
float initial_blur = color.a;
float accum = 1.0;
float radius = params.blur_scale;
@ -193,8 +194,8 @@ void main() {
vec2 suv = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
vec4 sample_color = texture(color_texture, suv);
float sample_size = abs(sample_color.a);
if (sample_color.a > color.a) {
sample_size = clamp(sample_size, 0.0, abs(color.a) * 2.0);
if (sample_color.a > initial_blur) {
sample_size = clamp(sample_size, 0.0, abs(initial_blur) * 2.0);
}
float m = smoothstep(radius - 0.5, radius + 0.5, sample_size);

View File

@ -221,12 +221,9 @@ void main() {
vec4 sample_color = texture(source_color, uv_adj);
sample_color.a = texture(source_weight, uv_adj).r;
float limit;
if (sample_color.a < color.a) {
limit = abs(sample_color.a);
} else {
limit = abs(color.a);
float limit = abs(sample_color.a);
if (sample_color.a > color.a) {
limit = clamp(limit, 0.0, abs(color.a) * 2.0);
}
limit -= DEPTH_GAP;