demotool/test/shaders/dof-pass2.c.glsl
Emmanuel BENOîT c3ccc9403a Test - Converted DoF to compute shaders
It doesn't work too well, however. Other algorithms need to be checked
out.
2017-12-25 18:41:16 +01:00

21 lines
581 B
GLSL

#version 450 core
//! type compute
//! include chunks/dof-cs.glsl
void main()
{
ivec2 coords = ivec2( gl_GlobalInvocationID.xy );
vec2 uv = vec2( coords ) / uResolution;
float z = textureLod( u_Input , uv , 0 ).w;
vec2 blurdir = vec2( 1.0 , 0.577350269189626 );
vec2 blurvec = normalize( blurdir ) / uResolution;
vec3 color0 = DOF_Blur( z , DOF_CoC( z ) , uv , blurvec );
blurdir.x = -1;
blurvec = normalize( blurdir ) / uResolution;
vec3 color1 = DOF_Blur( z , DOF_CoC( z ) , uv , blurvec );
imageStore( u_Output , coords , vec4( min( color0 , color1 ) , 1. ) );
}