224 lines
8.9 KiB
GLSL
224 lines
8.9 KiB
GLSL
// DoF with bokeh GLSL shader by Martins Upitis (martinsh) (devlog-martinsh.blogspot.com)
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// Creative Commons Attribution 3.0 Unported License
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#include "../compiled.glsl"
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#include "math.glsl"
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// linearize()
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// rand2()
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// const float compoDOFDistance = 10.0; // Focal distance value in meters
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// const float compoDOFLength = 160.0; // Focal length in mm 18-200
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// const float compoDOFFstop = 128.0; // 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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vec3 color(vec2 coords, const float blur, const sampler2D tex, const vec2 texStep) {
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vec3 col = vec3(0.0);
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col.r = texture(tex, coords + vec2(0.0, 1.0) * texStep * fringe * blur).r;
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col.g = texture(tex, coords + vec2(-0.866, -0.5) * texStep * fringe * blur).g;
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col.b = texture(tex, coords + vec2(0.866, -0.5) * texStep * fringe * blur).b;
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const 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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vec3 dof(const vec2 texCoord, const float gdepth, const sampler2D tex, const sampler2D gbuffer0, const vec2 texStep) {
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float depth = linearize(gdepth);
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// const float fDepth = compoDOFDistance;
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float fDepth = linearize((1.0 - texture(gbuffer0, focus).a) * 2.0 - 1.0); // Autofocus
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const float f = compoDOFLength; // Focal length in mm
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const 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 * compoDOFFstop * coc);
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float blur = abs(a - b) * c;
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blur = clamp(blur, 0.0, 1.0);
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vec2 noise = rand2(texCoord) * namount * blur;
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float w = (texStep.x) * blur * maxblur + noise.x;
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float h = (texStep.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 = PI2 / 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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// Unroll..
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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 = PI2 / 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, tex, texStep) * 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 = PI2 / 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, tex, texStep) * 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 = PI2 / 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, tex, texStep) * 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 = PI2 / 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, tex, texStep) * 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 = PI2 / 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, tex, texStep) * 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 = PI2 / 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, tex, texStep) * 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 = PI2 / 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, tex, texStep) * 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 = PI2 / 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, tex, texStep) * 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 = PI2 / 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, tex, texStep) * 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 = PI2 / 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, tex, texStep) * 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 = PI2 / 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, tex, texStep) * 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 = PI2 / 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, tex, texStep) * 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 = PI2 / 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, tex, texStep) * 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 = PI2 / 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, tex, texStep) * 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 = PI2 / 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, tex, texStep) * 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 = PI2 / 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, tex, texStep) * 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 = PI2 / 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, tex, texStep) * 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 = PI2 / 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, tex, texStep) * 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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return col;
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}
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