demotool/test/shaders/dof-pass1.c.glsl

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#version 450 core
//! type compute
//! include chunks/dof-cs.glsl
void main()
{
ivec2 coords = ivec2( gl_GlobalInvocationID.xy );
vec2 uv = vec2( coords ) / uResolution;
vec2 blurvec = vec2( 0 , 1 ) / uResolution;
float z = textureLod( u_Input , uv , 0 ).w;
vec3 c = DOF_Blur( z , DOF_CoC( z ) , uv , blurvec );
imageStore( u_Output , coords , vec4( c , z ) );
}