chromaticAberation_optimized.frag 1.8 KB

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  1. #version 150
  2. out vec4 a_color;
  3. noperspective in vec2 v_texCoords;
  4. uniform sampler2D u_finalColorTexture;
  5. uniform sampler2D u_DepthTexture;
  6. uniform ivec2 u_windowSize;
  7. uniform float u_strength;
  8. uniform float u_near;
  9. uniform float u_far;
  10. uniform float u_unfocusDistance;
  11. void main ()
  12. {
  13. vec3 finalColor_1;
  14. vec2 fragC_2;
  15. vec2 tmpvar_3;
  16. vec2 tmpvar_4;
  17. tmpvar_4 = vec2(u_windowSize);
  18. tmpvar_3 = (u_strength / tmpvar_4);
  19. fragC_2 = (gl_FragCoord.xy / tmpvar_4);
  20. fragC_2 = (fragC_2 * 2.0);
  21. fragC_2 = (fragC_2 - 1.0);
  22. vec2 tmpvar_5;
  23. tmpvar_5 = -(fragC_2);
  24. vec2 tmpvar_6;
  25. tmpvar_6 = (tmpvar_5 * tmpvar_3);
  26. vec2 tmpvar_7;
  27. tmpvar_7 = ((tmpvar_5 * tmpvar_3) * 0.5);
  28. vec4 tmpvar_8;
  29. tmpvar_8 = texture (u_DepthTexture, v_texCoords);
  30. float tmpvar_9;
  31. float tmpvar_10;
  32. tmpvar_10 = (2.0 * u_near);
  33. float tmpvar_11;
  34. tmpvar_11 = (u_far - u_near);
  35. float tmpvar_12;
  36. tmpvar_12 = (u_far + u_near);
  37. tmpvar_9 = ((tmpvar_10 * u_far) / (tmpvar_12 - (
  38. ((tmpvar_8.x * 2.0) - 1.0)
  39. * tmpvar_11)));
  40. float tmpvar_13;
  41. tmpvar_13 = ((tmpvar_10 * u_far) / (tmpvar_12 - (
  42. ((tmpvar_8.x * 2.0) - 1.0)
  43. * tmpvar_11)));
  44. float tmpvar_14;
  45. tmpvar_14 = ((tmpvar_10 * u_far) / (tmpvar_12 - (
  46. ((tmpvar_8.x * 2.0) - 1.0)
  47. * tmpvar_11)));
  48. if (((tmpvar_9 < u_unfocusDistance) && (tmpvar_14 < tmpvar_9))) {
  49. finalColor_1.x = texture (u_finalColorTexture, v_texCoords).x;
  50. } else {
  51. finalColor_1.x = texture (u_finalColorTexture, (v_texCoords + tmpvar_6)).x;
  52. };
  53. if (((tmpvar_13 < u_unfocusDistance) && (tmpvar_14 < tmpvar_13))) {
  54. finalColor_1.y = texture (u_finalColorTexture, v_texCoords).y;
  55. } else {
  56. finalColor_1.y = texture (u_finalColorTexture, (v_texCoords + tmpvar_7)).y;
  57. };
  58. finalColor_1.z = texture (u_finalColorTexture, v_texCoords).z;
  59. vec4 tmpvar_15;
  60. tmpvar_15.w = 1.0;
  61. tmpvar_15.xyz = finalColor_1;
  62. a_color = tmpvar_15;
  63. }