1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36
|
// Copyright 2006-2010 (C) - Frictional Games
//
// This file is part of HPL1 Engine
//
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
//
///////////////////////////////////////////////////////
/// DEPTH OF FIELD FRAGMENT PROGRAM /////////////////
///////////////////////////////////////////////////////
in float vDepth;
OUTPUT
uniform sampler2DRect tex0; //screenMap
uniform sampler2D tex1; //blurMap
uniform vec3 planes;
uniform float maxBlur;
uniform vec2 screenSize;
void main()
{
float blur = 0.0;
if(vDepth < planes.y) {
blur = (planes.y - vDepth) / (planes.y - planes.x);
}
else {
blur = (vDepth - planes.y) / (planes.z - planes.y);
}
blur = clamp(blur, 0.0, maxBlur);
outColor = texture2DRect(tex0,gl_FragCoord.xy) * (1.0-blur) + texture(tex1,gl_FragCoord.xy/screenSize) *blur;
}
|