demotool/test/shaders/dof-pass2.c.glsl

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#version 450 core
//! type compute
layout(
local_size_x = 8 ,
local_size_y = 20
) in;
//! include chunks/dof-cs.glsl
void main()
{
ivec2 coords = ivec2( gl_GlobalInvocationID.xy );
vec2 uv = vec2( coords ) / uResolution;
float z = textureLod( u_Input , uv , 0 ).w;
vec2 blurdir = vec2( 1.0 , 0.577350269189626 );
vec2 blurvec = normalize( blurdir ) / uResolution;
vec3 color0 = DOF_Blur( z , DOF_CoC( z ) , uv , blurvec );
blurdir.x = -1;
blurvec = normalize( blurdir ) / uResolution;
vec3 color1 = DOF_Blur( z , DOF_CoC( z ) , uv , blurvec );
imageStore( u_Output , coords , vec4( min( color0 , color1 ) , 1. ) );
}