2023-01-17 08:11:55 +01:00
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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2023-01-25 06:49:00 +01:00
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uniform sampler2D backg;
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2023-01-17 08:11:55 +01:00
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uniform sampler2D scene;
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uniform vec2 scnDimension;
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uniform vec2 camDimension;
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2023-07-15 20:01:29 +02:00
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2023-01-17 08:11:55 +01:00
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uniform vec2 position;
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uniform float zoom;
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uniform int sampleMode;
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2023-07-11 20:36:44 +02:00
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uniform int bg;
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uniform float bokehStrength;
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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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2023-01-17 08:11:55 +01:00
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2023-01-25 06:49:00 +01:00
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vec4 sampleTexture(sampler2D samp, vec2 pos) {
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2023-01-17 08:11:55 +01:00
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
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2023-01-25 06:49:00 +01:00
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return texture2D(samp, pos);
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2023-01-17 08:11:55 +01:00
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if(sampleMode == 0)
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return vec4(0.);
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2023-07-11 20:36:44 +02:00
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else if(sampleMode == 1)
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2023-01-25 06:49:00 +01:00
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return texture2D(samp, fract(pos));
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2023-07-11 20:36:44 +02:00
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else if(sampleMode == 2)
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return texture2D(samp, vec2(fract(pos.x), pos.y));
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else if(sampleMode == 3)
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return texture2D(samp, vec2(pos.x, fract(pos.y)));
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2023-01-17 08:11:55 +01:00
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return vec4(0.);
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}
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2023-07-11 20:36:44 +02:00
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vec4 bokeh(sampler2D tex, vec2 uv, float radius) { //ref. sh_blur_bokeh
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vec3 num, weight;
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float alpha = 0.;
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float rec = 1.0; // reciprocal
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vec2 horizontalAngle = vec2(0.0, radius * 0.01 / sqrt(Iterations));
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vec2 aspect = vec2(scnDimension.y / scnDimension.x, 1.0);
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mat2 Rotation = mat2(
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cos(GoldenAngle), sin(GoldenAngle),
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-sin(GoldenAngle), cos(GoldenAngle)
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);
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for (float i; i < Iterations; i++) {
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rec += 1.0 / rec;
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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 = sampleTexture(tex, sampleUV);
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vec3 col = sam.rgb * sam.a;
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// increase contrast and smooth
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vec3 bokeh = Smooth + pow(col, ContrastFactor) * ContrastAmount;
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num += col * bokeh;
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alpha += sam.a * (bokeh.r + bokeh.g + bokeh.b) / 3.;
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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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}
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2023-01-17 08:11:55 +01:00
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void main() {
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vec2 pos = position + (v_vTexcoord - vec2(.5)) * (camDimension / scnDimension) * zoom;
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2023-07-15 20:01:29 +02:00
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//if(bg == 1) pos = position + (v_vTexcoord - vec2(.5)) * (camDimension / scnDimension);
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2023-07-11 20:36:44 +02:00
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vec4 _col0 = sampleTexture( backg, v_vTexcoord );
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vec4 _col1 = bokeh( scene, pos, bokehStrength );
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2023-01-25 06:49:00 +01:00
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2023-07-11 20:36:44 +02:00
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float al = _col1.a + _col0.a * (1. - _col1.a);
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vec4 res = _col0 * _col0.a * (1. - _col1.a) + _col1 * _col1.a;
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res /= al;
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2023-01-25 06:49:00 +01:00
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res.a = al;
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gl_FragColor = res;
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2023-01-17 08:11:55 +01:00
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}
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