2018-10-13 00:09:34 +02:00
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vertex_shader [[
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2019-08-02 19:23:55 +02:00
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layout (binding=0) uniform sampler2D u_source;
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2018-10-13 00:09:34 +02:00
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uniform vec4 u_offset_scale;
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out vec2 v_uv0;
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out vec4 v_uv1;
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out vec4 v_uv2;
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void main() {
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vec2 ts = 1.0/textureSize(u_source, 0);
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v_uv0 = vec2(gl_VertexID & 1, (gl_VertexID & 2) * 0.5);
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#ifdef HBLUR
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v_uv1 = vec4(
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v_uv0.x + 1.3846153846 * ts.x, v_uv0.y,
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v_uv0.x + 3.2307692308 * ts.x, v_uv0.y
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);
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v_uv2 = vec4(
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v_uv0.x - 1.3846153846 * ts.x, v_uv0.y,
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v_uv0.x - 3.2307692308 * ts.x, v_uv0.y
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);
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#else
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v_uv1 = vec4(
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v_uv0.x, v_uv0.y + 1.3846153846 * ts.y,
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v_uv0.x, v_uv0.y + 3.2307692308 * ts.y
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);
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v_uv2 = vec4(
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v_uv0.x, v_uv0.y - 1.3846153846 * ts.y,
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v_uv0.x, v_uv0.y - 3.2307692308 * ts.y
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);
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#endif
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vec4 pos = vec4((gl_VertexID & 1) * 2 - 1, (gl_VertexID & 2) - 1, 0, 1);
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gl_Position = pos;
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}
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]]
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fragment_shader [[
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float toLinearDepth(float ndc_depth)
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{
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vec4 pos_proj = vec4(0, 0, ndc_depth, 1.0);
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vec4 view_pos = u_camera_inv_projection * pos_proj;
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return -view_pos.z / view_pos.w;
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}
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2019-08-02 19:23:55 +02:00
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layout (binding=0) uniform sampler2D u_source;
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layout (binding=1) uniform sampler2D u_depth;
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2018-10-13 00:09:34 +02:00
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in vec2 v_uv0;
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in vec4 v_uv1;
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in vec4 v_uv2;
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out vec4 o_color;
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void main() {
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float DOF_NEAR_BLUR = 1;
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float DOF_NEAR_SHARP = 3;
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float DOF_FAR_SHARP = 10;
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float DOF_FAR_BLUR = 15;
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vec4 color = texture2D(u_source, v_uv0.xy) * 0.2270270270
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+ texture2D(u_source, v_uv1.xy) * 0.3162162162
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+ texture2D(u_source, v_uv1.zw) * 0.0702702703
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+ texture2D(u_source, v_uv2.xy) * 0.3162162162
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+ texture2D(u_source, v_uv2.zw) * 0.0702702703;
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float depth = texture2D(u_depth, v_uv0.xy).r;
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float linear_depth = toLinearDepth(depth);
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#ifdef NEAR
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color.a = 1 - smoothstep(DOF_NEAR_BLUR, DOF_NEAR_SHARP, linear_depth);
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#else
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color.a = smoothstep(DOF_FAR_SHARP, DOF_FAR_BLUR, linear_depth);
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#endif
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o_color = color;
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}
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]]
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