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$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);
}
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