Limit the DoF influence

This commit is contained in:
samuncle 2014-04-24 02:44:34 +02:00
parent 3f17545541
commit ba3cce6046

View File

@ -22,6 +22,7 @@ void main()
vec2 offset = 10. / screen;
vec4 col = texture2D(tex, uv);
vec4 colOriginal = col;
// Weight from here http://artmartinsh.blogspot.fr/2010/02/glsl-lens-blur-filter-with-bokeh.html
col += texture2D(tex, uv + (vec2(0.0, 0.4) * offset) * blur);
@ -67,6 +68,15 @@ void main()
col += texture2D(tex, uv + (vec2(-0.4, 0.0) * offset) * blur * 0.4);
col += texture2D(tex, uv + (vec2(-0.29, -0.29) * offset) * blur * 0.4);
col += texture2D(tex, uv + (vec2(0.0, 0.4) * offset) * blur * 0.4);
col.rgb = col.rgb / 41.0;
depth = clamp((FragPos.z/280), 0., 1.);
depth = (1 - depth);
vec3 final = colOriginal.rgb * depth + col.rgb * (1 - depth);
FragColor = vec4(col.xyz / 41.0, 1.);
}
/*
FragColor.xyz = vec3(depth);
FragColor.a = 1.0;
*/
FragColor = vec4(final, 1.);
}