8 lines
206 B
GLSL
8 lines
206 B
GLSL
void main()
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{
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vec2 uv = gl_FragCoord.xy / uResolution;
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vec2 blurvec = vec2( 0 , 1 ) / uResolution;
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float z = texture( u_Depth , uv ).x;
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o_Color = depthDirectionalBlur( z , CoC( z ) , uv , blurvec );
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}
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