armory/raw/dof_pass/dof_pass.frag.glsl
2016-03-23 23:35:44 +01:00

41 lines
1.5 KiB
GLSL

#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;
}