Pixel-Composer/shaders/sh_blur_bokeh/sh_blur_bokeh.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
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uniform vec2 strength;
uniform int strengthUseSurf;
uniform sampler2D strengthSurf;
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const float GoldenAngle = 2.39996323;
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const float Iterations = 400.0;
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const float ContrastAmount = 150.0;
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const vec3 ContrastFactor = vec3(9.0);
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const float Smooth = 2.0;
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vec4 bokeh(sampler2D tex, vec2 uv, float radius) {
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vec3 num, weight;
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float alpha = 0.;
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float rec = 1.0; // reciprocal
vec2 horizontalAngle = vec2(0.0, radius * 0.01 / sqrt(Iterations));
vec2 aspect = vec2(dimension.y / dimension.x, 1.0);
mat2 Rotation = mat2(
cos(GoldenAngle), sin(GoldenAngle),
-sin(GoldenAngle), cos(GoldenAngle)
);
for (float i; i < Iterations; i++) {
rec += 1.0 / rec;
horizontalAngle = horizontalAngle * Rotation;
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vec2 offset = (rec - 1.0) * horizontalAngle;
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vec2 sampleUV = uv + aspect * offset;
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vec4 sam = texture2D(tex, sampleUV);
vec3 col = sam.rgb * sam.a;
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// increase contrast and smooth
vec3 bokeh = Smooth + pow(col, ContrastFactor) * ContrastAmount;
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num += col * bokeh;
alpha += sam.a * (bokeh.r + bokeh.g + bokeh.b) / 3.;
weight += bokeh;
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}
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return vec4(num / weight, alpha / ((weight.r + weight.g + weight.b) / 3.));
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}
void main() {
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float str = strength.x;
if(strengthUseSurf == 1) {
vec4 _vMap = texture2D( strengthSurf, v_vTexcoord );
str = mix(strength.x, strength.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
gl_FragColor = bokeh(gm_BaseTexture, v_vTexcoord, str);
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}