// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform vec2 strength; uniform int strengthUseSurf; uniform sampler2D strengthSurf; 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; vec4 bokeh(sampler2D tex, vec2 uv, float radius) { vec3 num, weight; float alpha = 0.; 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; vec4 sam = texture2D(tex, sampleUV); vec3 col = sam.rgb * sam.a; // increase contrast and smooth vec3 bokeh = Smooth + pow(col, ContrastFactor) * ContrastAmount; num += col * bokeh; alpha += sam.a * (bokeh.r + bokeh.g + bokeh.b) / 3.; weight += bokeh; } return vec4(num / weight, alpha / ((weight.r + weight.g + weight.b) / 3.)); } void main() { 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); }