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scummvm-cursorfix/engines/hpl1/engine/impl/shaders/hpl1_PostEffect_DoF.fragment
2026-02-02 04:50:13 +01:00

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