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@@ -11,6 +11,8 @@ uniform float m_YScale;
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vec2 m_NearFar = vec2( 0.1, 1000.0 );
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+out vec4 fragColor;
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+
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void main() {
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vec4 texVal = getColor( m_Texture, texCoord );
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@@ -44,7 +46,7 @@ void main() {
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if( unfocus < 0.2 ) {
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// If we are mostly in focus then don't bother with the
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// convolution filter
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- gl_FragColor = texVal;
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+ fragColor = texVal;
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} else {
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// Perform a wide convolution filter and we scatter it
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// a bit to avoid some texture look-ups. Instead of
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@@ -83,7 +85,7 @@ void main() {
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sum = sum / 12.0;
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- gl_FragColor = mix( texVal, sum, unfocus );
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+ fragColor = mix( texVal, sum, unfocus );
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// I used this for debugging the range
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// gl_FragColor.r = unfocus;
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