DoF, bokeh, vignette pass
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16
Assets/dof_material.json
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16
Assets/dof_material.json
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@ -0,0 +1,16 @@
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{
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"material_resources": [
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{
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"contexts": [
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{
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"bind_constants": [],
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"bind_textures": [
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],
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"id": "dof_pass"
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}
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],
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"id": "dof_material",
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"shader": "dof_pass/dof_pass"
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}
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]
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}
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@ -39,6 +39,10 @@ os.chdir('../motion_blur_pass')
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make_resources.make('motion_blur_pass.shader.json')
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make_variants.make('motion_blur_pass.shader.json')
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os.chdir('../dof_pass')
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make_resources.make('dof_pass.shader.json')
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make_variants.make('dof_pass.shader.json')
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# os.chdir('../combine_pass')
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# make_resources.make('combine_pass.shader.json')
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# make_variants.make('combine_pass.shader.json')
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354
raw/dof_pass/dof_bokeh_pass.frag.glsl
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raw/dof_pass/dof_bokeh_pass.frag.glsl
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// Depth of Field by Martins Upitis (devlog-martinsh.blogspot.com)
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#version 450
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define PI 3.1415653592
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uniform sampler2D tex;
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uniform sampler2D gbuffer0;
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uniform sampler2D gbuffer1;
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uniform sampler2D gbuffer2;
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const float znear = 0.1;
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const float zfar = 100.0;
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const float width = 800;
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const float height = 600;
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const vec2 texel = vec2(1.0 / width, 1.0 / height);
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const float focalDepth = 0; // focal distance value in meters
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const float focalLength = 50; // focal length in mm 18-200
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const float fstop = 20; // f-stop value
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const int samples = 3; // samples on the first ring
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const int rings = 3; // ring count
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const vec2 focus = vec2(0.5,0.5);
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const float CoC = 0.03; // circle of confusion size in mm (35mm film = 0.03mm)
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const float maxblur = 1.0;
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const float threshold = 0.5; // highlight threshold
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const float gain = 2.0; // highlight gain
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const float bias = 0.5; // bokeh edge bias
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const float fringe = 0.7; // bokeh chromatic aberration/fringing
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const float namount = 0.0001; // dither amount
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const float vignout = 1.3; // vignetting outer border
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const float vignin = 0.0; // vignetting inner border
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const float vignfade = 90.0; // f-stops till vignete fades
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// bool pentagon = false; // Use pentagon as bokeh shape?
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// float feather = 0.4; // Pentagon shape feather
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// float dbsize = 1.25; // Depth blur size
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in vec2 texCoord;
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// float penta(vec2 coords) { //pentagonal shape
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// float scale = float(rings) - 1.3;
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// vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);
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// vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);
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// vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
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// vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);
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// vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);
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// vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);
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// vec4 one = vec4( 1.0 );
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// vec4 P = vec4((coords),vec2(scale, scale));
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// vec4 dist = vec4(0.0);
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// float inorout = -4.0;
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// dist.x = dot( P, HS0 );
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// dist.y = dot( P, HS1 );
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// dist.z = dot( P, HS2 );
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// dist.w = dot( P, HS3 );
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// dist = smoothstep( -feather, feather, dist );
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// inorout += dot( dist, one );
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// dist.x = dot( P, HS4 );
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// dist.y = HS5.w - abs( P.z );
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// dist = smoothstep( -feather, feather, dist );
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// inorout += dist.x;
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// return clamp( inorout, 0.0, 1.0 );
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// }
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// float bdepth(vec2 coords) { //blurring depth
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// float d = 0.0;
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// float kernel[9];
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// vec2 offset[9];
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// vec2 wh = vec2(texel.x, texel.y) * dbsize;
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// offset[0] = vec2(-wh.x,-wh.y);
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// offset[1] = vec2( 0.0, -wh.y);
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// offset[2] = vec2( wh.x -wh.y);
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// offset[3] = vec2(-wh.x, 0.0);
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// offset[4] = vec2( 0.0, 0.0);
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// offset[5] = vec2( wh.x, 0.0);
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// offset[6] = vec2(-wh.x, wh.y);
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// offset[7] = vec2( 0.0, wh.y);
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// offset[8] = vec2( wh.x, wh.y);
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// kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
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// kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
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// kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
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// for( int i=0; i<9; i++ )
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// {
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// float tmp = texture2D(bgl_DepthTexture, coords + offset[i]).r;
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// d += tmp * kernel[i];
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// }
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// return d;
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// }
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vec3 color(vec2 coords, float blur) {
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vec3 col = vec3(0.0);
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col.r = texture(tex, coords + vec2(0.0,1.0)*texel*fringe*blur).r;
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col.g = texture(tex, coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
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col.b = texture(tex, coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
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vec3 lumcoeff = vec3(0.299, 0.587, 0.114);
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float lum = dot(col.rgb, lumcoeff);
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float thresh = max((lum-threshold)*gain, 0.0);
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return col+mix(vec3(0.0),col,thresh*blur);
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}
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vec2 rand(vec2 coord) {
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float noiseX = ((fract(1.0-coord.s*(width/2.0))*0.25)+(fract(coord.t*(height/2.0))*0.75))*2.0-1.0;
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float noiseY = ((fract(1.0-coord.s*(width/2.0))*0.75)+(fract(coord.t*(height/2.0))*0.25))*2.0-1.0;
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return vec2(noiseX,noiseY);
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// if (noise) {
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// noiseX = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233))) * 43758.5453),0.0,1.0)*2.0-1.0;
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// noiseY = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233)*2.0)) * 43758.5453),0.0,1.0)*2.0-1.0;
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// }
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}
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float linearize(float depth) {
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return -zfar * znear / (depth * (zfar - znear) - zfar);
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}
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float vignette() {
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float dist = distance(texCoord, vec2(0.5,0.5));
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dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);
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return clamp(dist,0.0,1.0);
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}
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vec3 debugFocus(vec3 col, float blur, float depth) {
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float edge = 0.002*depth; //distance based edge smoothing
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float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
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float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
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col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
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col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
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return col;
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}
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void main() {
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float depthbuf = texture(gbuffer0, texCoord).a;
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float depth = linearize(depthbuf);
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// Blur depth
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// depth = linearize(bdepth(texCoord.xy));
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float fDepth = focalDepth;
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// Autofocus
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//fDepth = linearize(texture(gbuffer0, focus).a);
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float blur = 0.0;
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float f = focalLength; // focal length in mm
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float d = fDepth*1000.0; // focal plane in mm
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float o = depth*1000.0; // depth in mm
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float a = (o*f)/(o-f);
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float b = (d*f)/(d-f);
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float c = (d-f)/(d*fstop*CoC);
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blur = abs(a-b)*c;
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blur = clamp(blur,0.0,1.0);
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vec2 noise = rand(texCoord)*namount*blur;
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float w = (texel.x)*blur*maxblur+noise.x;
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float h = (texel.y)*blur*maxblur+noise.y;
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vec3 col = vec3(0.0);
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if (blur < 0.05) {
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col = texture(tex, texCoord).rgb;
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}
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else {
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col = texture(tex, texCoord).rgb;
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float s = 1.0;
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int ringsamples;
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// for (int i = 1; i <= rings; ++i) {
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// ringsamples = i * samples;
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// for (int j = 0 ; j < ringsamples; ++j) {
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// float step = PI*2.0 / float(ringsamples);
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// float pw = (cos(float(j)*step)*float(i));
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// float ph = (sin(float(j)*step)*float(i));
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// float p = 1.0;
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// if (pentagon) {
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// p = penta(vec2(pw,ph));
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// }
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// col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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// s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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// }
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// }
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int i = 1; // i <= rings
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ringsamples = i * samples;
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int j = 0; // j < ringsamples
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float step = PI*2.0 / float(ringsamples);
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float pw = (cos(float(j)*step)*float(i));
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float ph = (sin(float(j)*step)*float(i));
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float p = 1.0;
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col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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j = 1; //////
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step = PI*2.0 / float(ringsamples);
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pw = (cos(float(j)*step)*float(i));
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ph = (sin(float(j)*step)*float(i));
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p = 1.0;
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col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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j = 2; //////
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step = PI*2.0 / float(ringsamples);
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pw = (cos(float(j)*step)*float(i));
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ph = (sin(float(j)*step)*float(i));
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p = 1.0;
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col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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//------
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i = 2; // i <= rings
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ringsamples = i * samples;
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j = 0; // j < ringsamples
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step = PI*2.0 / float(ringsamples);
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pw = (cos(float(j)*step)*float(i));
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ph = (sin(float(j)*step)*float(i));
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p = 1.0;
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col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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j = 1; //////
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step = PI*2.0 / float(ringsamples);
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pw = (cos(float(j)*step)*float(i));
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ph = (sin(float(j)*step)*float(i));
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p = 1.0;
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col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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j = 2; //////
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step = PI*2.0 / float(ringsamples);
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pw = (cos(float(j)*step)*float(i));
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ph = (sin(float(j)*step)*float(i));
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p = 1.0;
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col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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j = 3; //////
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step = PI*2.0 / float(ringsamples);
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pw = (cos(float(j)*step)*float(i));
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ph = (sin(float(j)*step)*float(i));
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p = 1.0;
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col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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j = 4; //////
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step = PI*2.0 / float(ringsamples);
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pw = (cos(float(j)*step)*float(i));
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ph = (sin(float(j)*step)*float(i));
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p = 1.0;
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col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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j = 5; //////
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step = PI*2.0 / float(ringsamples);
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pw = (cos(float(j)*step)*float(i));
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ph = (sin(float(j)*step)*float(i));
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p = 1.0;
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col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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//------
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i = 3; // i <= rings
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ringsamples = i * samples;
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j = 0; // j < ringsamples
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step = PI*2.0 / float(ringsamples);
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pw = (cos(float(j)*step)*float(i));
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ph = (sin(float(j)*step)*float(i));
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p = 1.0;
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col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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j = 1; //////
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step = PI*2.0 / float(ringsamples);
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pw = (cos(float(j)*step)*float(i));
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ph = (sin(float(j)*step)*float(i));
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p = 1.0;
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col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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j = 2; //////
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step = PI*2.0 / float(ringsamples);
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pw = (cos(float(j)*step)*float(i));
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ph = (sin(float(j)*step)*float(i));
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p = 1.0;
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col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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j = 3; //////
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step = PI*2.0 / float(ringsamples);
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pw = (cos(float(j)*step)*float(i));
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ph = (sin(float(j)*step)*float(i));
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p = 1.0;
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col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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j = 4; //////
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step = PI*2.0 / float(ringsamples);
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pw = (cos(float(j)*step)*float(i));
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ph = (sin(float(j)*step)*float(i));
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p = 1.0;
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col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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j = 5; //////
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step = PI*2.0 / float(ringsamples);
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pw = (cos(float(j)*step)*float(i));
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ph = (sin(float(j)*step)*float(i));
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p = 1.0;
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col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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j = 6; //////
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step = PI*2.0 / float(ringsamples);
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pw = (cos(float(j)*step)*float(i));
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ph = (sin(float(j)*step)*float(i));
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p = 1.0;
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col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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j = 7; //////
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step = PI*2.0 / float(ringsamples);
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pw = (cos(float(j)*step)*float(i));
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ph = (sin(float(j)*step)*float(i));
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p = 1.0;
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col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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j = 8; //////
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step = PI*2.0 / float(ringsamples);
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pw = (cos(float(j)*step)*float(i));
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ph = (sin(float(j)*step)*float(i));
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p = 1.0;
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col += color(texCoord + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p;
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s += 1.0*mix(1.0,(float(i))/(float(rings)),bias)*p;
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//------
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col /= s;
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}
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||||
// Show focus
|
||||
//col = debugFocus(col, blur, depth);
|
||||
|
||||
// Vignetting
|
||||
col *= vignette();
|
||||
|
||||
gl_FragColor = vec4(col, 1.0);
|
||||
}
|
40
raw/dof_pass/dof_pass.frag.glsl
Normal file
40
raw/dof_pass/dof_pass.frag.glsl
Normal file
|
@ -0,0 +1,40 @@
|
|||
#version 450
|
||||
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D gbuffer0;
|
||||
uniform sampler2D gbuffer1;
|
||||
uniform sampler2D gbuffer2;
|
||||
const float focus_depth = 0.3;
|
||||
in vec2 texCoord;
|
||||
|
||||
vec4 sampleBox(float u, float v, float size) {
|
||||
vec4 color = vec4(0.0,0.0,0.0,0.0);
|
||||
color += texture(tex, vec2(texCoord.x - size, texCoord.y - size)) * 0.075;
|
||||
color += texture(tex, vec2(texCoord.x, texCoord.y - size)) * 0.1;
|
||||
color += texture(tex, vec2(texCoord.x + size, texCoord.y - size)) * 0.075;
|
||||
color += texture(tex, vec2(texCoord.x - size, texCoord.y)) * 0.1;
|
||||
color += texture(tex, vec2(texCoord.x, texCoord.y)) * 0.30;
|
||||
color += texture(tex, vec2(texCoord.x + size, texCoord.y)) * 0.1;
|
||||
color += texture(tex, vec2(texCoord.x - size, texCoord.y + size)) * 0.075;
|
||||
color += texture(tex, vec2(texCoord.x, texCoord.y + size)) * 0.1;
|
||||
color += texture(tex, vec2(texCoord.x + size, texCoord.y + size)) * 0.075;
|
||||
return color;
|
||||
}
|
||||
|
||||
void main() {
|
||||
float depth = texture(gbuffer0, texCoord).a;
|
||||
float blur_amount = abs(depth-_u1);
|
||||
if(depth < depth-_u1) {
|
||||
blur_amount *= 10.0;
|
||||
}
|
||||
blur_amount = clamp(blur_amount, 0.0, 1.0);
|
||||
vec4 baseColor = texture(tex, texCoord);
|
||||
vec4 blurredColor = vec4(0.0,0.0,0.0,0.0);
|
||||
float blurSize = 0.005*blur_amount;
|
||||
blurredColor = 0.75*sampleBox(texCoord.x, texCoord.y, blurSize*0.5) + 0.25*sampleBox(texCoord.x, texCoord.y, blurSize*1.0);
|
||||
gl_FragColor = baseColor * (1.0 - blur_amount) + blurredColor * blur_amount;
|
||||
}
|
34
raw/dof_pass/dof_pass.shader.json
Executable file
34
raw/dof_pass/dof_pass.shader.json
Executable file
|
@ -0,0 +1,34 @@
|
|||
{
|
||||
"contexts": [
|
||||
{
|
||||
"id": "dof_pass",
|
||||
"params": [
|
||||
{
|
||||
"id": "depth_write",
|
||||
"value": "true"
|
||||
},
|
||||
{
|
||||
"id": "compare_mode",
|
||||
"value": "always"
|
||||
},
|
||||
{
|
||||
"id": "cull_mode",
|
||||
"value": "none"
|
||||
},
|
||||
{
|
||||
"id": "blend_source",
|
||||
"value": "blend_one"
|
||||
},
|
||||
{
|
||||
"id": "blend_destination",
|
||||
"value": "blend_zero"
|
||||
}
|
||||
],
|
||||
"links": [
|
||||
],
|
||||
"texture_params": [],
|
||||
"vertex_shader": "dof_pass.vert.glsl",
|
||||
"fragment_shader": "dof_pass.frag.glsl"
|
||||
}
|
||||
]
|
||||
}
|
18
raw/dof_pass/dof_pass.vert.glsl
Normal file
18
raw/dof_pass/dof_pass.vert.glsl
Normal file
|
@ -0,0 +1,18 @@
|
|||
#version 450
|
||||
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif
|
||||
|
||||
in vec2 pos;
|
||||
|
||||
out vec2 texCoord;
|
||||
|
||||
const vec2 madd = vec2(0.5, 0.5);
|
||||
|
||||
void main() {
|
||||
// Scale vertex attribute to [0-1] range
|
||||
texCoord = pos.xy * madd + madd;
|
||||
|
||||
gl_Position = vec4(pos.xy, 0.0, 1.0);
|
||||
}
|
Loading…
Reference in a new issue