コード例 #1
0
ファイル: gpu_compositing.c プロジェクト: sadmansk/blender
void GPU_fx_compositor_XRay_resolve(GPUFX *fx)
{
	GPUShader *depth_resolve_shader;
	GPU_framebuffer_texture_detach(fx->depth_buffer_xray);

	/* attach regular framebuffer */
	GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, NULL);

	/* full screen quad where we will always write to depth buffer */
	glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_SCISSOR_BIT);
	glDepthFunc(GL_ALWAYS);
	/* disable scissor from sculpt if any */
	glDisable(GL_SCISSOR_TEST);
	/* disable writing to color buffer, it's depth only pass */
	glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);

	/* set up quad buffer */
	glBindBuffer(GL_ARRAY_BUFFER, fx->vbuffer);
	glVertexPointer(2, GL_FLOAT, 0, NULL);
	glTexCoordPointer(2, GL_FLOAT, 0, ((GLubyte *)NULL + 8 * sizeof(float)));
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);

	depth_resolve_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_RESOLVE, false);

	if (depth_resolve_shader) {
		int depth_uniform;

		depth_uniform = GPU_shader_get_uniform(depth_resolve_shader, "depthbuffer");

		GPU_shader_bind(depth_resolve_shader);

		GPU_texture_bind(fx->depth_buffer_xray, 0);
		GPU_texture_filter_mode(fx->depth_buffer_xray, false, true);
		GPU_shader_uniform_texture(depth_resolve_shader, depth_uniform, fx->depth_buffer_xray);

		/* draw */
		glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

		/* disable bindings */
		GPU_texture_filter_mode(fx->depth_buffer_xray, true, false);
		GPU_texture_unbind(fx->depth_buffer_xray);

		GPU_shader_unbind();
	}

	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);

	glPopAttrib();
}
コード例 #2
0
ファイル: eevee_lightcache.c プロジェクト: wangyxuan/blender
void EEVEE_lightcache_load(LightCache *lcache)
{
  if (lcache->grid_tx.tex == NULL && lcache->grid_tx.data) {
    lcache->grid_tx.tex = GPU_texture_create_nD(lcache->grid_tx.tex_size[0],
                                                lcache->grid_tx.tex_size[1],
                                                lcache->grid_tx.tex_size[2],
                                                2,
                                                lcache->grid_tx.data,
                                                IRRADIANCE_FORMAT,
                                                GPU_DATA_UNSIGNED_BYTE,
                                                0,
                                                false,
                                                NULL);
    GPU_texture_bind(lcache->grid_tx.tex, 0);
    GPU_texture_filter_mode(lcache->grid_tx.tex, true);
    GPU_texture_unbind(lcache->grid_tx.tex);
  }

  if (lcache->cube_tx.tex == NULL && lcache->cube_tx.data) {
    lcache->cube_tx.tex = GPU_texture_create_nD(lcache->cube_tx.tex_size[0],
                                                lcache->cube_tx.tex_size[1],
                                                lcache->cube_tx.tex_size[2],
                                                2,
                                                lcache->cube_tx.data,
                                                GPU_R11F_G11F_B10F,
                                                GPU_DATA_10_11_11_REV,
                                                0,
                                                false,
                                                NULL);
    GPU_texture_bind(lcache->cube_tx.tex, 0);
    GPU_texture_mipmap_mode(lcache->cube_tx.tex, true, true);
    for (int mip = 0; mip < lcache->mips_len; ++mip) {
      GPU_texture_add_mipmap(
          lcache->cube_tx.tex, GPU_DATA_10_11_11_REV, mip + 1, lcache->cube_mips[mip].data);
    }
    GPU_texture_unbind(lcache->cube_tx.tex);
  }
}
コード例 #3
0
ファイル: gpu_compositing.c プロジェクト: sadmansk/blender
bool GPU_fx_do_composite_pass(
        GPUFX *fx, float projmat[4][4], bool is_persp,
        struct Scene *scene, struct GPUOffScreen *ofs)
{
	GPUTexture *src, *target;
	int numslots = 0;
	float invproj[4][4];
	int i;
	float dfdyfac[2];
	/* number of passes left. when there are no more passes, the result is passed to the frambuffer */
	int passes_left = fx->num_passes;
	/* view vectors for the corners of the view frustum. Can be used to recreate the world space position easily */
	float viewvecs[3][4] = {
	    {-1.0f, -1.0f, -1.0f, 1.0f},
	    {1.0f, -1.0f, -1.0f, 1.0f},
	    {-1.0f, 1.0f, -1.0f, 1.0f}
	};

	if (fx->effects == 0)
		return false;

	GPU_get_dfdy_factors(dfdyfac);
	/* first, unbind the render-to-texture framebuffer */
	GPU_framebuffer_texture_detach(fx->color_buffer);
	GPU_framebuffer_texture_detach(fx->depth_buffer);

	if (fx->restore_stencil)
		glPopAttrib();

	src = fx->color_buffer;
	target = fx->color_buffer_sec;

	/* set up quad buffer */
	glBindBuffer(GL_ARRAY_BUFFER, fx->vbuffer);
	glVertexPointer(2, GL_FLOAT, 0, NULL);
	glTexCoordPointer(2, GL_FLOAT, 0, ((GLubyte *)NULL + 8 * sizeof(float)));
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);

	/* full screen FX pass */

	/* invert the view matrix */
	invert_m4_m4(invproj, projmat);

	/* convert the view vectors to view space */
	for (i = 0; i < 3; i++) {
		mul_m4_v4(invproj, viewvecs[i]);
		/* normalized trick see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
		mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]);
		if (is_persp)
			mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]);
		viewvecs[i][3] = 1.0;
	}

	/* we need to store the differences */
	viewvecs[1][0] -= viewvecs[0][0];
	viewvecs[1][1] = viewvecs[2][1] - viewvecs[0][1];

	/* calculate a depth offset as well */
	if (!is_persp) {
		float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f};
		mul_m4_v4(invproj, vec_far);
		mul_v3_fl(vec_far, 1.0f / vec_far[3]);
		viewvecs[1][2] = vec_far[2] - viewvecs[0][2];
	}

	/* set invalid color in case shader fails */
	glColor3f(1.0, 0.0, 1.0);
	glDisable(GL_DEPTH_TEST);

	/* ssao pass */
	if (fx->effects & GPU_FX_FLAG_SSAO) {
		GPUShader *ssao_shader;
		ssao_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_SSAO, is_persp);
		if (ssao_shader) {
			const GPUSSAOSettings *fx_ssao = fx->settings.ssao;
			int color_uniform, depth_uniform;
			int ssao_uniform, ssao_color_uniform, viewvecs_uniform, ssao_sample_params_uniform;
			int ssao_jitter_uniform, ssao_concentric_tex;
			float ssao_params[4] = {fx_ssao->distance_max, fx_ssao->factor, fx_ssao->attenuation, 0.0f};
			float sample_params[3];

			sample_params[0] = fx->ssao_sample_count_cache;
			/* multiplier so we tile the random texture on screen */
			sample_params[1] = fx->gbuffer_dim[0] / 64.0;
			sample_params[2] = fx->gbuffer_dim[1] / 64.0;

			ssao_params[3] = (passes_left == 1 && !ofs) ? dfdyfac[0] : dfdyfac[1];

			ssao_uniform = GPU_shader_get_uniform(ssao_shader, "ssao_params");
			ssao_color_uniform = GPU_shader_get_uniform(ssao_shader, "ssao_color");
			color_uniform = GPU_shader_get_uniform(ssao_shader, "colorbuffer");
			depth_uniform = GPU_shader_get_uniform(ssao_shader, "depthbuffer");
			viewvecs_uniform = GPU_shader_get_uniform(ssao_shader, "viewvecs");
			ssao_sample_params_uniform = GPU_shader_get_uniform(ssao_shader, "ssao_sample_params");
			ssao_concentric_tex = GPU_shader_get_uniform(ssao_shader, "ssao_concentric_tex");
			ssao_jitter_uniform = GPU_shader_get_uniform(ssao_shader, "jitter_tex");

			GPU_shader_bind(ssao_shader);

			GPU_shader_uniform_vector(ssao_shader, ssao_uniform, 4, 1, ssao_params);
			GPU_shader_uniform_vector(ssao_shader, ssao_color_uniform, 4, 1, fx_ssao->color);
			GPU_shader_uniform_vector(ssao_shader, viewvecs_uniform, 4, 3, viewvecs[0]);
			GPU_shader_uniform_vector(ssao_shader, ssao_sample_params_uniform, 3, 1, sample_params);

			GPU_texture_bind(src, numslots++);
			GPU_shader_uniform_texture(ssao_shader, color_uniform, src);

			GPU_texture_bind(fx->depth_buffer, numslots++);
			GPU_texture_filter_mode(fx->depth_buffer, false, true);
			GPU_shader_uniform_texture(ssao_shader, depth_uniform, fx->depth_buffer);

			GPU_texture_bind(fx->jitter_buffer, numslots++);
			GPU_shader_uniform_texture(ssao_shader, ssao_jitter_uniform, fx->jitter_buffer);

			GPU_texture_bind(fx->ssao_spiral_samples_tex, numslots++);
			GPU_shader_uniform_texture(ssao_shader, ssao_concentric_tex, fx->ssao_spiral_samples_tex);

			/* draw */
			gpu_fx_bind_render_target(&passes_left, fx, ofs, target);

			glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

			/* disable bindings */
			GPU_texture_unbind(src);
			GPU_texture_filter_mode(fx->depth_buffer, true, false);
			GPU_texture_unbind(fx->depth_buffer);
			GPU_texture_unbind(fx->jitter_buffer);
			GPU_texture_unbind(fx->ssao_spiral_samples_tex);

			/* may not be attached, in that case this just returns */
			if (target) {
				GPU_framebuffer_texture_detach(target);
				if (ofs) {
					GPU_offscreen_bind(ofs, false);
				}
				else {
					GPU_framebuffer_restore();
				}
			}

			/* swap here, after src/target have been unbound */
			SWAP(GPUTexture *, target, src);
			numslots = 0;
		}
	}

	/* second pass, dof */
	if (fx->effects & GPU_FX_FLAG_DOF) {
		const GPUDOFSettings *fx_dof = fx->settings.dof;
		float dof_params[4];
		float scale = scene->unit.system ? scene->unit.scale_length : 1.0f;
		/* this is factor that converts to the scene scale. focal length and sensor are expressed in mm
		 * unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though
		 * because the shader reads coordinates in world space, which is in blender units. */
		float scale_camera = 0.001f / scale;
		/* we want radius here for the aperture number  */
		float aperture = 0.5f * scale_camera * fx_dof->focal_length / fx_dof->fstop;

		dof_params[0] = aperture * fabsf(scale_camera * fx_dof->focal_length /
		                                 ((fx_dof->focus_distance / scale) - scale_camera * fx_dof->focal_length));
		dof_params[1] = fx_dof->focus_distance / scale;
		dof_params[2] = fx->gbuffer_dim[0] / (scale_camera * fx_dof->sensor);
		dof_params[3] = fx_dof->num_blades;

		if (fx->dof_high_quality) {
			GPUShader *dof_shader_pass1, *dof_shader_pass2, *dof_shader_pass3;

			/* custom shaders close to the effect described in CryEngine 3 Graphics Gems */
			dof_shader_pass1 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE, is_persp);
			dof_shader_pass2 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO, is_persp);
			dof_shader_pass3 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE, is_persp);

			/* error occured, restore framebuffers and return */
			if (!(dof_shader_pass1 && dof_shader_pass2 && dof_shader_pass3)) {
				GPU_framebuffer_texture_unbind(fx->gbuffer, NULL);
				GPU_framebuffer_restore();
				glDisableClientState(GL_VERTEX_ARRAY);
				glDisableClientState(GL_TEXTURE_COORD_ARRAY);

				GPU_shader_unbind();
				glBindBuffer(GL_ARRAY_BUFFER, 0);
				return false;
			}

			/* pass first, downsample the color buffer to near/far targets and calculate coc texture */
			{
				int depth_uniform, dof_uniform;
				int viewvecs_uniform;
				int invrendertargetdim_uniform, color_uniform;

				float invrendertargetdim[2] = {1.0f / fx->dof_downsampled_w, 1.0f / fx->dof_downsampled_h};

				invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass1, "invrendertargetdim");
				color_uniform = GPU_shader_get_uniform(dof_shader_pass1, "colorbuffer");
				dof_uniform = GPU_shader_get_uniform(dof_shader_pass1, "dof_params");
				invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass1, "invrendertargetdim");
				depth_uniform = GPU_shader_get_uniform(dof_shader_pass1, "depthbuffer");
				viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass1, "viewvecs");

				GPU_shader_bind(dof_shader_pass1);

				GPU_shader_uniform_vector(dof_shader_pass1, dof_uniform, 4, 1, dof_params);
				GPU_shader_uniform_vector(dof_shader_pass1, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
				GPU_shader_uniform_vector(dof_shader_pass1, viewvecs_uniform, 4, 3, viewvecs[0]);

				GPU_shader_uniform_vector(dof_shader_pass1, invrendertargetdim_uniform, 2, 1, invrendertargetdim);

				GPU_texture_bind(fx->depth_buffer, numslots++);
				GPU_texture_filter_mode(fx->depth_buffer, false, false);
				GPU_shader_uniform_texture(dof_shader_pass1, depth_uniform, fx->depth_buffer);

				GPU_texture_bind(src, numslots++);
				/* disable filtering for the texture so custom downsample can do the right thing */
				GPU_texture_filter_mode(src, false, false);
				GPU_shader_uniform_texture(dof_shader_pass2, color_uniform, src);

				/* target is the downsampled coc buffer */
				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_near, 0, NULL);
				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_far, 1, NULL);
				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_nearfar_coc, 2, NULL);
				/* binding takes care of setting the viewport to the downsampled size */
				GPU_framebuffer_slots_bind(fx->gbuffer, 0);

				GPU_framebuffer_check_valid(fx->gbuffer, NULL);

				glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
				/* disable bindings */
				GPU_texture_filter_mode(src, false, true);
				GPU_texture_unbind(src);
				GPU_texture_filter_mode(fx->depth_buffer, true, false);
				GPU_texture_unbind(fx->depth_buffer);

				GPU_framebuffer_texture_detach(fx->dof_half_downsampled_near);
				GPU_framebuffer_texture_detach(fx->dof_half_downsampled_far);
				GPU_framebuffer_texture_detach(fx->dof_nearfar_coc);
				GPU_framebuffer_texture_unbind(fx->gbuffer, fx->dof_half_downsampled_near);

				numslots = 0;
			}

			/* second pass, shoot quads for every pixel in the downsampled buffers, scaling according
			 * to circle of confusion */
			{
				int rendertargetdim_uniform, coc_uniform, color_uniform, select_uniform, dof_uniform;
				int rendertargetdim[2] = {fx->dof_downsampled_w, fx->dof_downsampled_h};
				float selection[2] = {0.0f, 1.0f};

				rendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass2, "rendertargetdim");

				color_uniform = GPU_shader_get_uniform(dof_shader_pass2, "colorbuffer");
				coc_uniform = GPU_shader_get_uniform(dof_shader_pass2, "cocbuffer");
				select_uniform = GPU_shader_get_uniform(dof_shader_pass2, "layerselection");
				dof_uniform = GPU_shader_get_uniform(dof_shader_pass2, "dof_params");

				GPU_shader_bind(dof_shader_pass2);

				GPU_shader_uniform_vector(dof_shader_pass2, dof_uniform, 4, 1, dof_params);
				GPU_shader_uniform_vector_int(dof_shader_pass2, rendertargetdim_uniform, 2, 1, rendertargetdim);
				GPU_shader_uniform_vector(dof_shader_pass2, select_uniform, 2, 1, selection);

				GPU_texture_bind(fx->dof_nearfar_coc, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass2, coc_uniform, fx->dof_nearfar_coc);

				GPU_texture_bind(fx->dof_half_downsampled_far, numslots++);
				GPU_texture_bind(fx->dof_half_downsampled_near, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass2, color_uniform, fx->dof_half_downsampled_far);
				GPU_texture_filter_mode(fx->dof_half_downsampled_far, false, false);

				/* target is the downsampled coc buffer */
				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_far_blur, 0, NULL);
				GPU_texture_bind_as_framebuffer(fx->dof_far_blur);

				glDisable(GL_DEPTH_TEST);
				glEnable(GL_BLEND);
				glBlendFunc(GL_ONE, GL_ONE);
				glPointSize(1.0f);
				/* have to clear the buffer unfortunately */
				glClearColor(0.0, 0.0, 0.0, 0.0);
				glClear(GL_COLOR_BUFFER_BIT);
				/* the draw call we all waited for, draw a point per pixel, scaled per circle of confusion */
				glDrawArraysInstancedARB(GL_POINTS, 0, 1, fx->dof_downsampled_w * fx->dof_downsampled_h);

				GPU_texture_unbind(fx->dof_half_downsampled_far);
				GPU_framebuffer_texture_detach(fx->dof_far_blur);

				GPU_shader_uniform_texture(dof_shader_pass2, color_uniform, fx->dof_half_downsampled_near);
				GPU_texture_filter_mode(fx->dof_half_downsampled_near, false, false);

				selection[0] = 1.0f;
				selection[1] = 0.0f;

				GPU_shader_uniform_vector(dof_shader_pass2, select_uniform, 2, 1, selection);

				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_blur, 0, NULL);
				/* have to clear the buffer unfortunately */
				glClear(GL_COLOR_BUFFER_BIT);
				/* the draw call we all waited for, draw a point per pixel, scaled per circle of confusion */
				glDrawArraysInstancedARB(GL_POINTS, 0, 1, fx->dof_downsampled_w * fx->dof_downsampled_h);

				/* disable bindings */
				glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				glDisable(GL_BLEND);

				GPU_framebuffer_texture_detach(fx->dof_near_blur);

				GPU_texture_unbind(fx->dof_half_downsampled_near);
				GPU_texture_unbind(fx->dof_nearfar_coc);

				GPU_framebuffer_texture_unbind(fx->gbuffer, fx->dof_far_blur);
			}

			/* third pass, accumulate the near/far blur fields */
			{
				int invrendertargetdim_uniform, near_uniform, color_uniform;
				int dof_uniform, far_uniform, viewvecs_uniform, depth_uniform;

				float invrendertargetdim[2] = {1.0f / fx->dof_downsampled_w, 1.0f / fx->dof_downsampled_h};

				dof_uniform = GPU_shader_get_uniform(dof_shader_pass3, "dof_params");
				invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass3, "invrendertargetdim");
				color_uniform = GPU_shader_get_uniform(dof_shader_pass3, "colorbuffer");
				far_uniform = GPU_shader_get_uniform(dof_shader_pass3, "farbuffer");
				near_uniform = GPU_shader_get_uniform(dof_shader_pass3, "nearbuffer");
				viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass3, "viewvecs");
				depth_uniform = GPU_shader_get_uniform(dof_shader_pass3, "depthbuffer");

				GPU_shader_bind(dof_shader_pass3);

				GPU_shader_uniform_vector(dof_shader_pass3, dof_uniform, 4, 1, dof_params);

				GPU_shader_uniform_vector(dof_shader_pass3, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
				GPU_shader_uniform_vector(dof_shader_pass3, viewvecs_uniform, 4, 3, viewvecs[0]);

				GPU_texture_bind(fx->dof_near_blur, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass3, near_uniform, fx->dof_near_blur);
				GPU_texture_filter_mode(fx->dof_near_blur, false, true);

				GPU_texture_bind(fx->dof_far_blur, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass3, far_uniform, fx->dof_far_blur);
				GPU_texture_filter_mode(fx->dof_far_blur, false, true);

				GPU_texture_bind(fx->depth_buffer, numslots++);
				GPU_texture_filter_mode(fx->depth_buffer, false, false);
				GPU_shader_uniform_texture(dof_shader_pass3, depth_uniform, fx->depth_buffer);

				GPU_texture_bind(src, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass3, color_uniform, src);

				/* if this is the last pass, prepare for rendering on the frambuffer */
				gpu_fx_bind_render_target(&passes_left, fx, ofs, target);

				glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

				/* disable bindings */
				GPU_texture_unbind(fx->dof_near_blur);
				GPU_texture_unbind(fx->dof_far_blur);
				GPU_texture_unbind(src);
				GPU_texture_filter_mode(fx->depth_buffer, true, false);
				GPU_texture_unbind(fx->depth_buffer);

				/* may not be attached, in that case this just returns */
				if (target) {
					GPU_framebuffer_texture_detach(target);
					if (ofs) {
						GPU_offscreen_bind(ofs, false);
					}
					else {
						GPU_framebuffer_restore();
					}
				}

				numslots = 0;
			}
		}
		else {
			GPUShader *dof_shader_pass1, *dof_shader_pass2, *dof_shader_pass3, *dof_shader_pass4, *dof_shader_pass5;

			/* DOF effect has many passes but most of them are performed
			 * on a texture whose dimensions are 4 times less than the original
			 * (16 times lower than original screen resolution).
			 * Technique used is not very exact but should be fast enough and is based
			 * on "Practical Post-Process Depth of Field"
			 * see http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html */
			dof_shader_pass1 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE, is_persp);
			dof_shader_pass2 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO, is_persp);
			dof_shader_pass3 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE, is_persp);
			dof_shader_pass4 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR, is_persp);
			dof_shader_pass5 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE, is_persp);

			/* error occured, restore framebuffers and return */
			if (!(dof_shader_pass1 && dof_shader_pass2 && dof_shader_pass3 && dof_shader_pass4 && dof_shader_pass5)) {
				GPU_framebuffer_texture_unbind(fx->gbuffer, NULL);
				GPU_framebuffer_restore();
				glDisableClientState(GL_VERTEX_ARRAY);
				glDisableClientState(GL_TEXTURE_COORD_ARRAY);

				GPU_shader_unbind();
				glBindBuffer(GL_ARRAY_BUFFER, 0);
				return false;
			}

			/* pass first, first level of blur in low res buffer */
			{
				int invrendertargetdim_uniform, color_uniform, depth_uniform, dof_uniform;
				int viewvecs_uniform;

				float invrendertargetdim[2] = {1.0f / fx->gbuffer_dim[0], 1.0f / fx->gbuffer_dim[1]};

				dof_uniform = GPU_shader_get_uniform(dof_shader_pass1, "dof_params");
				invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass1, "invrendertargetdim");
				color_uniform = GPU_shader_get_uniform(dof_shader_pass1, "colorbuffer");
				depth_uniform = GPU_shader_get_uniform(dof_shader_pass1, "depthbuffer");
				viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass1, "viewvecs");

				GPU_shader_bind(dof_shader_pass1);

				GPU_shader_uniform_vector(dof_shader_pass1, dof_uniform, 4, 1, dof_params);
				GPU_shader_uniform_vector(dof_shader_pass1, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
				GPU_shader_uniform_vector(dof_shader_pass1, viewvecs_uniform, 4, 3, viewvecs[0]);

				GPU_texture_bind(src, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass1, color_uniform, src);

				GPU_texture_bind(fx->depth_buffer, numslots++);
				GPU_texture_filter_mode(fx->depth_buffer, false, true);
				GPU_shader_uniform_texture(dof_shader_pass1, depth_uniform, fx->depth_buffer);

				/* target is the downsampled coc buffer */
				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, NULL);
				/* binding takes care of setting the viewport to the downsampled size */
				GPU_texture_bind_as_framebuffer(fx->dof_near_coc_buffer);

				glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
				/* disable bindings */
				GPU_texture_unbind(src);
				GPU_texture_filter_mode(fx->depth_buffer, true, false);
				GPU_texture_unbind(fx->depth_buffer);

				GPU_framebuffer_texture_detach(fx->dof_near_coc_buffer);
				numslots = 0;
			}

			/* second pass, gaussian blur the downsampled image */
			{
				int invrendertargetdim_uniform, color_uniform, depth_uniform, dof_uniform;
				int viewvecs_uniform;
				float invrendertargetdim[2] = {1.0f / GPU_texture_width(fx->dof_near_coc_blurred_buffer),
				                               1.0f / GPU_texture_height(fx->dof_near_coc_blurred_buffer)};
				float tmp = invrendertargetdim[0];
				invrendertargetdim[0] = 0.0f;

				dof_params[2] = GPU_texture_width(fx->dof_near_coc_blurred_buffer) / (scale_camera * fx_dof->sensor);

				dof_uniform = GPU_shader_get_uniform(dof_shader_pass2, "dof_params");
				invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass2, "invrendertargetdim");
				color_uniform = GPU_shader_get_uniform(dof_shader_pass2, "colorbuffer");
				depth_uniform = GPU_shader_get_uniform(dof_shader_pass2, "depthbuffer");
				viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass2, "viewvecs");

				/* Blurring vertically */
				GPU_shader_bind(dof_shader_pass2);

				GPU_shader_uniform_vector(dof_shader_pass2, dof_uniform, 4, 1, dof_params);
				GPU_shader_uniform_vector(dof_shader_pass2, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
				GPU_shader_uniform_vector(dof_shader_pass2, viewvecs_uniform, 4, 3, viewvecs[0]);

				GPU_texture_bind(fx->depth_buffer, numslots++);
				GPU_texture_filter_mode(fx->depth_buffer, false, true);
				GPU_shader_uniform_texture(dof_shader_pass2, depth_uniform, fx->depth_buffer);

				GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass2, color_uniform, fx->dof_near_coc_buffer);

				/* use final buffer as a temp here */
				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, NULL);

				/* Drawing quad */
				glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

				/* *unbind/detach */
				GPU_texture_unbind(fx->dof_near_coc_buffer);
				GPU_framebuffer_texture_detach(fx->dof_near_coc_final_buffer);

				/* Blurring horizontally */
				invrendertargetdim[0] = tmp;
				invrendertargetdim[1] = 0.0f;
				GPU_shader_uniform_vector(dof_shader_pass2, invrendertargetdim_uniform, 2, 1, invrendertargetdim);

				GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass2, color_uniform, fx->dof_near_coc_final_buffer);

				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_blurred_buffer, 0, NULL);
				glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

				/* *unbind/detach */
				GPU_texture_filter_mode(fx->depth_buffer, true, false);
				GPU_texture_unbind(fx->depth_buffer);

				GPU_texture_unbind(fx->dof_near_coc_final_buffer);
				GPU_framebuffer_texture_detach(fx->dof_near_coc_blurred_buffer);

				dof_params[2] = fx->gbuffer_dim[0] / (scale_camera * fx_dof->sensor);

				numslots = 0;
			}

			/* third pass, calculate near coc */
			{
				int near_coc_downsampled, near_coc_blurred;

				near_coc_downsampled = GPU_shader_get_uniform(dof_shader_pass3, "colorbuffer");
				near_coc_blurred = GPU_shader_get_uniform(dof_shader_pass3, "blurredcolorbuffer");

				GPU_shader_bind(dof_shader_pass3);

				GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass3, near_coc_downsampled, fx->dof_near_coc_buffer);

				GPU_texture_bind(fx->dof_near_coc_blurred_buffer, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass3, near_coc_blurred, fx->dof_near_coc_blurred_buffer);

				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, NULL);

				glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
				/* disable bindings */
				GPU_texture_unbind(fx->dof_near_coc_buffer);
				GPU_texture_unbind(fx->dof_near_coc_blurred_buffer);

				/* unbinding here restores the size to the original */
				GPU_framebuffer_texture_detach(fx->dof_near_coc_final_buffer);

				numslots = 0;
			}

			/* fourth pass blur final coc once to eliminate discontinuities */
			{
				int near_coc_downsampled;
				int invrendertargetdim_uniform;
				float invrendertargetdim[2] = {1.0f / GPU_texture_width(fx->dof_near_coc_blurred_buffer),
				                               1.0f / GPU_texture_height(fx->dof_near_coc_blurred_buffer)};

				near_coc_downsampled = GPU_shader_get_uniform(dof_shader_pass4, "colorbuffer");
				invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass4, "invrendertargetdim");

				GPU_shader_bind(dof_shader_pass4);

				GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass4, near_coc_downsampled, fx->dof_near_coc_final_buffer);
				GPU_shader_uniform_vector(dof_shader_pass4, invrendertargetdim_uniform, 2, 1, invrendertargetdim);

				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, NULL);

				glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
				/* disable bindings */
				GPU_texture_unbind(fx->dof_near_coc_final_buffer);

				/* unbinding here restores the size to the original */
				GPU_framebuffer_texture_unbind(fx->gbuffer, fx->dof_near_coc_buffer);
				GPU_framebuffer_texture_detach(fx->dof_near_coc_buffer);

				numslots = 0;
			}

			/* final pass, merge blurred layers according to final calculated coc */
			{
				int medium_blurred_uniform, high_blurred_uniform, original_uniform, depth_uniform, dof_uniform;
				int invrendertargetdim_uniform, viewvecs_uniform;
				float invrendertargetdim[2] = {1.0f / fx->gbuffer_dim[0], 1.0f / fx->gbuffer_dim[1]};

				medium_blurred_uniform = GPU_shader_get_uniform(dof_shader_pass5, "mblurredcolorbuffer");
				high_blurred_uniform = GPU_shader_get_uniform(dof_shader_pass5, "blurredcolorbuffer");
				dof_uniform = GPU_shader_get_uniform(dof_shader_pass5, "dof_params");
				invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass5, "invrendertargetdim");
				original_uniform = GPU_shader_get_uniform(dof_shader_pass5, "colorbuffer");
				depth_uniform = GPU_shader_get_uniform(dof_shader_pass5, "depthbuffer");
				viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass5, "viewvecs");

				GPU_shader_bind(dof_shader_pass5);

				GPU_shader_uniform_vector(dof_shader_pass5, dof_uniform, 4, 1, dof_params);
				GPU_shader_uniform_vector(dof_shader_pass5, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
				GPU_shader_uniform_vector(dof_shader_pass5, viewvecs_uniform, 4, 3, viewvecs[0]);

				GPU_texture_bind(src, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass5, original_uniform, src);

				GPU_texture_bind(fx->dof_near_coc_blurred_buffer, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass5, high_blurred_uniform, fx->dof_near_coc_blurred_buffer);

				GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass5, medium_blurred_uniform, fx->dof_near_coc_buffer);

				GPU_texture_bind(fx->depth_buffer, numslots++);
				GPU_texture_filter_mode(fx->depth_buffer, false, true);
				GPU_shader_uniform_texture(dof_shader_pass5, depth_uniform, fx->depth_buffer);

				/* if this is the last pass, prepare for rendering on the frambuffer */
				gpu_fx_bind_render_target(&passes_left, fx, ofs, target);

				glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
				/* disable bindings */
				GPU_texture_unbind(fx->dof_near_coc_buffer);
				GPU_texture_unbind(fx->dof_near_coc_blurred_buffer);
				GPU_texture_unbind(src);
				GPU_texture_filter_mode(fx->depth_buffer, true, false);
				GPU_texture_unbind(fx->depth_buffer);

				/* may not be attached, in that case this just returns */
				if (target) {
					GPU_framebuffer_texture_detach(target);
					if (ofs) {
						GPU_offscreen_bind(ofs, false);
					}
					else {
						GPU_framebuffer_restore();
					}
				}

				SWAP(GPUTexture *, target, src);
				numslots = 0;
			}
		}
	}

	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	glBindBuffer(GL_ARRAY_BUFFER, 0);

	GPU_shader_unbind();

	return true;
}