87 lines
3.8 KiB
GLSL
87 lines
3.8 KiB
GLSL
uniform sampler2D tex;
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uniform sampler2D dtex;
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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out vec4 FragColor;
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float focalDepth = 10.;
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float maxblur = 1.;
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float range = 100.;
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void main()
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{
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vec2 uv = gl_FragCoord.xy / screen;
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float curdepth = texture(dtex, uv).x;
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vec4 FragPos = InverseProjectionMatrix * (2.0f * vec4(uv, curdepth, 1.0f) - 1.0f);
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FragPos /= FragPos.w;
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float depth = FragPos.z;
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float blur = clamp(abs(depth - focalDepth) / range, -maxblur, maxblur);
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vec2 offset = 10. / screen;
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vec4 col = texture(tex, uv);
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vec4 colOriginal = col;
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// Weight from here http://artmartinsh.blogspot.fr/2010/02/glsl-lens-blur-filter-with-bokeh.html
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col += texture(tex, uv + (vec2(0.0, 0.4) * offset) * blur);
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col += texture(tex, uv + (vec2(0.15, 0.37) * offset) * blur);
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col += texture(tex, uv + (vec2(0.29,0.29) * offset) * blur);
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col += texture(tex, uv + (vec2(-0.37,0.15) * offset) * blur);
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col += texture(tex, uv + (vec2(0.4, 0.0) * offset) * blur);
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col += texture(tex, uv + (vec2(0.37, -0.15) * offset) * blur);
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col += texture(tex, uv + (vec2(0.29, -0.29) * offset) * blur);
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col += texture(tex, uv + (vec2(-0.15, -0.37) * offset) * blur);
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col += texture(tex, uv + (vec2(0.0, -0.4) * offset) * blur);
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col += texture(tex, uv + (vec2(-0.15, 0.37) * offset) * blur);
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col += texture(tex, uv + (vec2(-0.29, 0.29) * offset) * blur);
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col += texture(tex, uv + (vec2(0.37, 0.15) * offset) * blur);
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col += texture(tex, uv + (vec2(-0.4, 0.0) * offset) * blur);
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col += texture(tex, uv + (vec2(-0.37, -0.15) * offset) * blur);
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col += texture(tex, uv + (vec2(-0.29, -0.29) * offset) * blur);
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col += texture(tex, uv + (vec2(0.15, -0.37) * offset) * blur);
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col += texture(tex, uv + (vec2(0.15, 0.37) * offset) * blur * 0.9);
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col += texture(tex, uv + (vec2(-0.37, 0.15) * offset) * blur * 0.9);
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col += texture(tex, uv + (vec2(0.37, -0.15) * offset) * blur * 0.9);
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col += texture(tex, uv + (vec2(-0.15, -0.37) * offset) * blur * 0.9);
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col += texture(tex, uv + (vec2(-0.15, 0.37) * offset) * blur * 0.9);
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col += texture(tex, uv + (vec2(0.37, 0.15) * offset) * blur * 0.9);
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col += texture(tex, uv + (vec2(-0.37, -0.15) * offset) * blur * 0.9);
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col += texture(tex, uv + (vec2(0.15, -0.37) * offset) * blur * 0.9);
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col += texture(tex, uv + (vec2(0.29, 0.29) * offset) * blur * 0.7);
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col += texture(tex, uv + (vec2(0.4, 0.0) * offset) * blur * 0.7);
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col += texture(tex, uv + (vec2(0.29, -0.29) * offset) * blur * 0.7);
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col += texture(tex, uv + (vec2(0.0, -0.4) * offset) * blur * 0.7);
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col += texture(tex, uv + (vec2(-0.29, 0.29) * offset) * blur * 0.7);
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col += texture(tex, uv + (vec2(-0.4, 0.0) * offset) * blur * 0.7);
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col += texture(tex, uv + (vec2(-0.29, -0.29) * offset) * blur * 0.7);
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col += texture(tex, uv + (vec2(0.0, 0.4) * offset) * blur *0.7);
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col += texture(tex, uv + (vec2(0.29, 0.29) * offset) * blur * 0.4);
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col += texture(tex, uv + (vec2(0.4, 0.0) * offset) * blur * 0.4);
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col += texture(tex, uv + (vec2(0.29, -0.29) * offset) * blur * 0.4);
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col += texture(tex, uv + (vec2(0.0, -0.4) * offset) * blur * 0.4);
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col += texture(tex, uv + (vec2(-0.29, 0.29) * offset) * blur * 0.4);
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col += texture(tex, uv + (vec2(-0.4, 0.0) * offset) * blur * 0.4);
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col += texture(tex, uv + (vec2(-0.29, -0.29) * offset) * blur * 0.4);
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col += texture(tex, uv + (vec2(0.0, 0.4) * offset) * blur * 0.4);
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col = vec4(col.rgb / 41.0, col.a);
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depth = clamp((FragPos.z/280), 0., 1.);
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depth = (1 - depth);
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vec3 final = colOriginal.rgb * depth + col.rgb * (1 - depth);
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FragColor = vec4(final, colOriginal.a);
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}
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