mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 06:23:55 +01:00
48 lines
1.2 KiB
Plaintext
48 lines
1.2 KiB
Plaintext
|
//
|
||
|
// Simple passthrough fragment shader
|
||
|
//
|
||
|
varying vec2 v_vTexcoord;
|
||
|
varying vec4 v_vColour;
|
||
|
|
||
|
uniform float strength;
|
||
|
uniform vec2 dimension;
|
||
|
|
||
|
const float GoldenAngle = 2.39996323;
|
||
|
const float Iterations = 400.0;
|
||
|
|
||
|
const float ContrastAmount = 150.0;
|
||
|
const vec3 ContrastFactor = vec3(9.0);
|
||
|
const float Smooth = 2.0;
|
||
|
|
||
|
vec3 bokeh(sampler2D tex, vec2 uv, float radius) {
|
||
|
vec3 num, weight;
|
||
|
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;
|
||
|
|
||
|
vec2 offset = (rec - 1.0) * horizontalAngle;
|
||
|
vec2 sampleUV = uv + aspect * offset;
|
||
|
vec3 col = texture2D(tex, sampleUV).rgb;
|
||
|
|
||
|
// increase contrast and smooth
|
||
|
vec3 bokeh = Smooth + pow(col, ContrastFactor) * ContrastAmount;
|
||
|
|
||
|
num += col * bokeh;
|
||
|
weight += bokeh;
|
||
|
}
|
||
|
return num / weight;
|
||
|
}
|
||
|
|
||
|
void main() {
|
||
|
gl_FragColor = vec4(bokeh(gm_BaseTexture, v_vTexcoord, strength), 1.0);
|
||
|
}
|