demotool/shaders/dof-pass1.f.glsl

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#version 450 core
//! type fragment
//! include dof-common.l.glsl
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void main()
{
vec2 uv = gl_FragCoord.xy / uResolution;
vec2 blurvec = vec2( 0 , 1 ) / uResolution;
float z = texture( u_Depth , uv ).x;
o_Color = depthDirectionalBlur( z , CoC( z ) , uv , blurvec );
}