//! type chunk //#define DOF_USE_RANDOM layout( location = 0 ) uniform sampler2D u_Input; layout( location = 1 ) uniform sampler2D u_Depth; layout( location = 2 ) uniform vec4 u_Parameters; layout( location = 3 ) uniform float u_Samples; layout( location = 4 ) uniform vec3 u_ResolutionTime; #define uSharpDist (u_Parameters.x) #define uSharpRange (u_Parameters.y) #define uBlurFalloff (u_Parameters.z) #define uMaxBlur (u_Parameters.w) #define uResolution (u_ResolutionTime.xy) #define uTime (u_ResolutionTime.z) layout( location = 0 ) out vec3 o_Color; //!include lib/dof.glsl