$input v_texcoord0 /* * Copyright 2021 elven cache. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "../common/common.sh" #include "parameters.sh" #include "bokeh_dof.sh" SAMPLER2D(s_color, 0); SAMPLER2D(s_depth, 1); void main() { vec2 texCoord = v_texcoord0.xy; // desaturate color to make tinted color stand out vec3 color = texture2D(s_color, texCoord).xyz; color = toGamma(color); color = vec3_splat(dot(color, vec3(0.33, 0.34, 0.33))); // get circle of confusion from depth float depth = texture2D(s_depth, texCoord).x; float circleOfConfusion = GetCircleOfConfusion(depth, u_focusPoint, u_focusScale); // apply tint color to debug where blur applied vec3 tintColor; if (circleOfConfusion < 0.0) { // tint foreground orange tintColor = vec3(187.0, 61.0, 7.0) / 255.0; } else { // tint background blue tintColor = vec3(11.0, 89.0, 138.0) / 255.0; } tintColor *= color; color = mix(color, tintColor, abs(circleOfConfusion)); gl_FragColor = vec4(color, 1.0); }