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- #version 150
- out vec4 a_color;
- noperspective in vec2 v_texCoords;
- uniform sampler2D u_finalColorTexture;
- uniform sampler2D u_DepthTexture;
- uniform ivec2 u_windowSize;
- uniform float u_strength;
- uniform float u_near;
- uniform float u_far;
- uniform float u_unfocusDistance;
- void main ()
- {
- vec3 finalColor_1;
- vec2 fragC_2;
- vec2 tmpvar_3;
- vec2 tmpvar_4;
- tmpvar_4 = vec2(u_windowSize);
- tmpvar_3 = (u_strength / tmpvar_4);
- fragC_2 = (gl_FragCoord.xy / tmpvar_4);
- fragC_2 = (fragC_2 * 2.0);
- fragC_2 = (fragC_2 - 1.0);
- vec2 tmpvar_5;
- tmpvar_5 = -(fragC_2);
- vec2 tmpvar_6;
- tmpvar_6 = (tmpvar_5 * tmpvar_3);
- vec2 tmpvar_7;
- tmpvar_7 = ((tmpvar_5 * tmpvar_3) * 0.5);
- vec4 tmpvar_8;
- tmpvar_8 = texture (u_DepthTexture, v_texCoords);
- float tmpvar_9;
- float tmpvar_10;
- tmpvar_10 = (2.0 * u_near);
- float tmpvar_11;
- tmpvar_11 = (u_far - u_near);
- float tmpvar_12;
- tmpvar_12 = (u_far + u_near);
- tmpvar_9 = ((tmpvar_10 * u_far) / (tmpvar_12 - (
- ((tmpvar_8.x * 2.0) - 1.0)
- * tmpvar_11)));
- float tmpvar_13;
- tmpvar_13 = ((tmpvar_10 * u_far) / (tmpvar_12 - (
- ((tmpvar_8.x * 2.0) - 1.0)
- * tmpvar_11)));
- float tmpvar_14;
- tmpvar_14 = ((tmpvar_10 * u_far) / (tmpvar_12 - (
- ((tmpvar_8.x * 2.0) - 1.0)
- * tmpvar_11)));
- if (((tmpvar_9 < u_unfocusDistance) && (tmpvar_14 < tmpvar_9))) {
- finalColor_1.x = texture (u_finalColorTexture, v_texCoords).x;
- } else {
- finalColor_1.x = texture (u_finalColorTexture, (v_texCoords + tmpvar_6)).x;
- };
- if (((tmpvar_13 < u_unfocusDistance) && (tmpvar_14 < tmpvar_13))) {
- finalColor_1.y = texture (u_finalColorTexture, v_texCoords).y;
- } else {
- finalColor_1.y = texture (u_finalColorTexture, (v_texCoords + tmpvar_7)).y;
- };
- finalColor_1.z = texture (u_finalColorTexture, v_texCoords).z;
- vec4 tmpvar_15;
- tmpvar_15.w = 1.0;
- tmpvar_15.xyz = finalColor_1;
- a_color = tmpvar_15;
- }
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