First off, let me note that I did NOT make this. I only ported it from Blender GLSL to jME GLSL. Here’s the original programmer’s link:
And here’s the code to implement it if you’re interested:
DepthOfField.frag:
/*
DoF with bokeh GLSL shader v2.4
by Martins Upitis (martinsh) (devlog-martinsh.blogspot.com)
----------------------
The shader is Blender Game Engine ready, but it should be quite simple to adapt for your engine.
This work is licensed under a Creative Commons Attribution 3.0 Unported License.
So you are free to share, modify and adapt it for your needs, and even use it for commercial use.
I would also love to hear about a project you are using it.
Have fun,
Martins
----------------------
changelog:
2.4:
- physically accurate DoF simulation calculated from "m_FocalDepth" ,"m_FocalLength", "f-stop" and "CoC" parameters.
- option for artist controlled DoF simulation calculated only from "m_FocalDepth" and individual controls for near and far blur
- added "circe of confusion" (CoC) parameter in mm to accurately simulate DoF with different camera sensor or film sizes
- cleaned up the code
- some optimization
2.3:
- new and physically little more accurate DoF
- two extra input variables - focal length and aperture iris diameter
- added a debug visualization of focus point and focal range
2.1:
- added an option for pentagonal bokeh shape
- minor fixes
2.0:
- variable sample count to increase quality/performance
- option to blur depth buffer to reduce hard edges
- option to dither the samples with noise or pattern
- bokeh chromatic aberration/fringing
- bokeh bias to bring out bokeh edges
- image thresholding to bring out highlights when image is out of focus
*/
uniform sampler2D m_Texture;
uniform sampler2D m_DepthTexture;
uniform float m_Width;
uniform float m_Height;
#define PI 3.14159265
float width = m_Width; //texture width
float height = m_Height; //texture height
vec2 texel = vec2(1.0/width,1.0/height);
//uniform variables from external script
uniform float m_FocalDepth; //focal distance value in meters, but you may use autofocus option below
uniform float m_FocalLength; //focal length in mm
uniform float m_Fstop; //f-stop value
uniform bool m_ShowFocus; //show debug focus point and focal range (red = focal point, green = focal range)
/*
make sure that these two values are the same for your camera, otherwise distances will be wrong.
*/
uniform vec2 m_FrustumNearFar;
float znear = m_FrustumNearFar.x; //camera clipping start
float zfar = m_FrustumNearFar.y; //camera clipping end
//------------------------------------------
//user variables
int samples = 5; //samples on the first ring
int rings = 5; //ring count
bool manualdof = false; //manual dof calculation
float ndofstart = 1.0; //near dof blur start
float ndofdist = 2.0; //near dof blur falloff distance
float fdofstart = 1.0; //far dof blur start
float fdofdist = 3.0; //far dof blur falloff distance
float CoC = 0.03;//circle of confusion size in mm (35mm film = 0.03mm)
bool vignetting = true; //use optical lens vignetting?
float vignout = 1.3; //vignetting outer border
float vignin = 0.0; //vignetting inner border
float vignfade = 22.0; //f-stops till vignete fades
uniform bool m_AutoFocus;
bool autofocus = m_AutoFocus; //use autofocus in shader? disable if you use external m_FocalDepth value
vec2 focus = vec2(0.5,0.5); // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
float maxblur = 2.0; //clamp value of max blur (0.0 = no blur,1.0 default)
float threshold = 0.5; //highlight threshold;
float gain = 1.5; //highlight gain;
float bias = 0.5; //bokeh edge bias
float fringe = 0.7; //bokeh chromatic aberration/fringing
bool noise = true; //use noise instead of pattern for sample dithering
float namount = 0.0001; //dither amount
bool depthblur = false; //blur the depth buffer?
float dbsize = 1.25; //depthblursize
/*
next part is experimental
not looking good with small sample and ring count
looks okay starting from samples = 4, rings = 4
*/
bool pentagon = true; //use pentagon as bokeh shape?
float feather = 0.4; //pentagon shape feather
varying vec2 texCoord;
//------------------------------------------
float penta(vec2 coords) //pentagonal shape
{
float scale = float(rings) - 1.3;
vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);
vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);
vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);
vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);
vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);
vec4 one = vec4( 1.0 );
vec4 P = vec4((coords),vec2(scale, scale));
vec4 dist = vec4(0.0);
float inorout = -4.0;
dist.x = dot( P, HS0 );
dist.y = dot( P, HS1 );
dist.z = dot( P, HS2 );
dist.w = dot( P, HS3 );
dist = smoothstep( -feather, feather, dist );
inorout += dot( dist, one );
dist.x = dot( P, HS4 );
dist.y = HS5.w - abs( P.z );
dist = smoothstep( -feather, feather, dist );
inorout += dist.x;
return clamp( inorout, 0.0, 1.0 );
}
float bdepth(vec2 coords) //blurring depth
{
float d = 0.0;
float kernel[9];
vec2 offset[9];
vec2 wh = vec2(texel.x, texel.y) * dbsize;
offset[0] = vec2(-wh.x,-wh.y);
offset[1] = vec2( 0.0, -wh.y);
offset[2] = vec2( wh.x -wh.y);
offset[3] = vec2(-wh.x, 0.0);
offset[4] = vec2( 0.0, 0.0);
offset[5] = vec2( wh.x, 0.0);
offset[6] = vec2(-wh.x, wh.y);
offset[7] = vec2( 0.0, wh.y);
offset[8] = vec2( wh.x, wh.y);
kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
for( int i=0; i<9; i++ )
{
float tmp = texture2D(m_DepthTexture, coords + offset[i]).r;
d += tmp * kernel[i];
}
return d;
}
vec3 color(vec2 coords,float blur) //processing the sample
{
vec3 col = vec3(0.0);
col.r = texture2D(m_Texture,coords + vec2(0.0,1.0)*texel*fringe*blur).r;
col.g = texture2D(m_Texture,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
col.b = texture2D(m_Texture,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
vec3 lumcoeff = vec3(0.299,0.587,0.114);
float lum = dot(col.rgb, lumcoeff);
float thresh = max((lum-threshold)*gain, 0.0);
return col+mix(vec3(0.0),col,thresh*blur);
}
vec2 rand(vec2 coord) //generating noise/pattern texture for dithering
{
float noiseX = ((fract(1.0-coord.s*(width/2.0))*0.25)+(fract(coord.t*(height/2.0))*0.75))*2.0-1.0;
float noiseY = ((fract(1.0-coord.s*(width/2.0))*0.75)+(fract(coord.t*(height/2.0))*0.25))*2.0-1.0;
if (noise)
{
noiseX = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233))) * 43758.5453),0.0,1.0)*2.0-1.0;
noiseY = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233)*2.0)) * 43758.5453),0.0,1.0)*2.0-1.0;
}
return vec2(noiseX,noiseY);
}
vec3 debugFocus(vec3 col, float blur, float depth)
{
float edge = 0.002*depth; //distance based edge smoothing
float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
return col;
}
float linearize(float depth)
{
return -zfar * znear / (depth * (zfar - znear) - zfar);
}
float vignette()
{
float dist = distance(gl_TexCoord[3].xy, vec2(0.5,0.5));
dist = smoothstep(vignout+(m_Fstop/vignfade), vignin+(m_Fstop/vignfade), dist);
return clamp(dist,0.0,1.0);
}
void main()
{
//scene depth calculation
float depth = linearize(texture2D(m_DepthTexture,texCoord).x);
if (depthblur)
{
depth = linearize(bdepth(texCoord));
}
//focal plane calculation
float fDepth = m_FocalDepth;
if (autofocus)
{
fDepth = linearize(texture2D(m_DepthTexture,focus).x);
}
//dof blur factor calculation
float blur = 0.0;
if (manualdof)
{
float a = depth-fDepth; //focal plane
float b = (a-fdofstart)/fdofdist; //far DoF
float c = (-a-ndofstart)/ndofdist; //near Dof
blur = (a>0.0)?b:c;
}
else
{
float f = m_FocalLength; //focal length in mm
float d = fDepth*1000.0; //focal plane in mm
float o = depth*1000.0; //depth in mm
float a = (o*f)/(o-f);
float b = (d*f)/(d-f);
float c = (d-f)/(d*m_Fstop*CoC);
blur = abs(a-b)*c;
}
blur = clamp(blur,0.0,1.0);
// calculation of pattern for ditering
vec2 noise = rand(texCoord)*namount*blur;
// getting blur x and y step factor
float w = (1.0/width)*blur*maxblur+noise.x;
float h = (1.0/height)*blur*maxblur+noise.y;
// calculation of final color
vec3 col = vec3(0.0);
if(blur < 0.05) //some optimization thingy
{
col = texture2D(m_Texture, texCoord).rgb;
}
else
{
col = texture2D(m_Texture, texCoord).rgb;
float s = 1.0;
int ringsamples;
for (int i = 1; i <= rings; i += 1)
{
ringsamples = i * samples;
for (int j = 0 ; j < ringsamples ; j += 1)
{
float tstep = PI*2.0 / float(ringsamples);
float pw = (cos(float(j)*tstep)*float(i));
float ph = (sin(float(j)*tstep)*float(i));
float p = 1.0;
if (pentagon)
{
p = penta(vec2(pw,ph));
}
col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
}
}
col /= s; //divide by sample count
}
if (m_ShowFocus)
{
col = debugFocus(col, blur, depth);
}
if (vignetting)
{
col *= vignette();
}
gl_FragColor.rgb = col;
gl_FragColor.a = 1.0;
}
DepthOfField.j3md
MaterialDef Simple {
MaterialParameters {
Texture2D Texture
Texture2D DepthTexture
Int NumSamples
Float Width
Float Height
Float FocalDepth
Float FocalLength
Float Fstop
Boolean ShowFocus
Boolean AutoFocus
Vector2 FrustumNearFar
}
Technique {
VertexShader GLSL150: Common/MatDefs/Post/Post15.vert
FragmentShader GLSL150: Shaders/Effects/DepthOfField.frag
}
}
And finally, DepthOfFieldFilter.java
package com.vinex.lighting;
import com.jme3.asset.AssetManager;
import com.jme3.material.Material;
import com.jme3.math.Vector2f;
import com.jme3.post.Filter;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import java.nio.FloatBuffer;
/**
*
* @author Brendan
*/
public class DepthOfFieldFilter extends Filter {
public DepthOfFieldFilter() {
}
@Override
public boolean isRequiresSceneTexture() {
return true;
}
@Override
public boolean isRequiresDepthTexture() {
return true;
}
@Override
protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
material = new Material(manager, "MatDefs/Effects/DepthOfField.j3md");
material.setFloat("FocalDepth", 0.5F);
material.setFloat("FocalLength", 75.0F);
material.setFloat("Fstop", 16.0F);
material.setFloat("Width", w);
material.setFloat("Height", h);
material.setVector2("FrustumNearFar", new Vector2f(vp.getCamera().getFrustumNear(), vp.getCamera().getFrustumFar()));
material.setBoolean("AutoFocus", true);
material.setBoolean("ShowFocus", false);
}
@Override
protected Material getMaterial() {
return material;
}
}
Once more, I am not the original author of this work. All I did was port it over to jME. Feel free to mess with the numbers in the shader and the Filter. I didn’t take the time to add any API to the Filter, so any changes will have to be done directly on the Filter. It’s easy stuff to add though.