#version 450 core //! type fragment //! include dof-common.l.glsl 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 ); }