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- $input v_texcoord0
- /*
- * Copyright 2021 elven cache. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- #include "../common/common.sh"
- #include "parameters.sh"
- #include "bokeh_dof.sh"
- SAMPLER2D(s_color, 0);
- SAMPLER2D(s_depth, 1);
- void main()
- {
- vec2 texCoord = v_texcoord0.xy;
- // desaturate color to make tinted color stand out
- vec3 color = texture2D(s_color, texCoord).xyz;
- color = toGamma(color);
- color = vec3_splat(dot(color, vec3(0.33, 0.34, 0.33)));
- // get circle of confusion from depth
- float depth = texture2D(s_depth, texCoord).x;
- float circleOfConfusion = GetCircleOfConfusion(depth, u_focusPoint, u_focusScale);
- // apply tint color to debug where blur applied
- vec3 tintColor;
- if (circleOfConfusion < 0.0)
- {
- // tint foreground orange
- tintColor = vec3(187.0, 61.0, 7.0) / 255.0;
- }
- else
- {
- // tint background blue
- tintColor = vec3(11.0, 89.0, 138.0) / 255.0;
- }
- tintColor *= color;
- color = mix(color, tintColor, abs(circleOfConfusion));
- gl_FragColor = vec4(color, 1.0);
- }
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