//!type library //!include lib/utils.glsl float DOF_CoC( in float z ) { return uMaxBlur * min( 1 , max( 0 , abs( z - uSharpDist ) - uSharpRange ) / uBlurFalloff ); } // z: z at UV // coc: blur radius at UV // uv: initial coordinate // blurvec: smudge direction vec3 DOF_Blur( in float z , in float coc , in vec2 uv , in vec2 blurvec ) { vec3 sumcol = vec3( 0. ); for ( int i = 0 ; i < u_Samples ; i++ ) { float r = i; #ifdef DOF_USE_RANDOM r += M_Hash( uv + float( i + uTime ) ) - .5; #endif r = r / float( u_Samples - 1 ) - .5; vec2 p = uv + r * coc * blurvec; vec3 smpl = texture( u_Input , p ).xyz; float sz = texture( u_Depth , p ).x; if ( sz < z ) { // if sample is closer consider it's CoC p = uv + r * min( coc , DOF_CoC( sz ) ) * blurvec; p = uv + r * DOF_CoC( sz ) * blurvec; smpl = texture( u_Input , p ).xyz; } sumcol += smpl; } sumcol /= float( u_Samples ); sumcol = max( sumcol , 0. ); return sumcol; }