#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader cb0e6e8cbec4502a // Used for: 1 pass Battle, Camera and Scope Depth of Field Blur layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem3; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; int radius = int( roundEven(2.0/uf_fragCoordScale.y) ); vec2 resolution = vec2( textureSize(textureUnitPS0,0) ); void main() { vec2 center = ( passParameterSem3.xy + passParameterSem3.zw ) / 2.0 ; vec3 result = vec3(0.0); float count = 0.0; for ( int x = 1-radius; x <= radius-1; x+=2 ) { for ( int y = 1-radius; y <= radius-1; y+=2 ) { if ( length(vec2(x, y)) <= radius ) { result += texture( textureUnitPS0, center + vec2(x, y)/resolution ).xyz ; count += 1.0; } } } passPixelColor0 = vec4( result / count, 0.0 ); }