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// Copyright 2006-2010 (C) - Frictional Games
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//
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// This file is part of HPL1 Engine
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//
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// For conditions of distribution and use, see copyright notice in LICENSE-shaders
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//
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///////////////////////////////////////////////////////
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/// DEPTH OF FIELD FRAGMENT PROGRAM /////////////////
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///////////////////////////////////////////////////////
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in float vDepth;
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OUTPUT
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uniform sampler2DRect tex0; //screenMap
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uniform sampler2D tex1; //blurMap
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uniform vec3 planes;
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uniform float maxBlur;
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uniform vec2 screenSize;
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void main()
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{
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float blur = 0.0;
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if(vDepth < planes.y) {
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blur = (planes.y - vDepth) / (planes.y - planes.x);
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}
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else {
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blur = (vDepth - planes.y) / (planes.z - planes.y);
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}
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blur = clamp(blur, 0.0, maxBlur);
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outColor = texture2DRect(tex0,gl_FragCoord.xy) * (1.0-blur) + texture(tex1,gl_FragCoord.xy/screenSize) *blur;
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}
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