demotool/shaders/dof-pass1.f.glsl

13 lines
264 B
GLSL

#version 450 core
//! type fragment
//! include chunks/dof.glsl
void main()
{
vec2 uv = gl_FragCoord.xy / uResolution;
vec2 blurvec = vec2( 0 , 1 ) / uResolution;
float z = texture( u_Depth , uv ).x;
o_Color = DOF_Blur( z , DOF_CoC( z ) , uv , blurvec );
}