demotool/shaders/dof-pass1.glsl

8 lines
206 B
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 );
}