16 lines
486 B
GLSL
16 lines
486 B
GLSL
#version 450 core
|
|
#include "common.glsl"
|
|
#include "dof_common.glsl"
|
|
// Half-res: downsampled color + signed circle of confusion (near < 0 < far).
|
|
|
|
in vec2 vUV;
|
|
layout(binding = 0) uniform sampler2D uColor;
|
|
layout(binding = 1) uniform sampler2D uDepth;
|
|
layout(location = 0) out vec4 fragColor;
|
|
|
|
void main() {
|
|
vec3 c = texture(uColor, vUV).rgb; // bilinear = 2x2 box at half res
|
|
float coc = cocFromDepth(linearDepth(texture(uDepth, vUV).r), vUV);
|
|
fragColor = vec4(c, coc);
|
|
}
|