#version 420 #extension GL_ARB_texture_gather : enable // shader cb0e6e8cbec4502a // dof blur layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem3; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; void main() { vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y + passParameterSem3.w)/2); //center point vec2 res = vec2( passParameterSem3.x - passParameterSem3.z, passParameterSem3.w - passParameterSem3.y ) * uf_fragCoordScale; int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5)); vec4 R1f = vec4(0.0); float count = 0.0; for( int x=-r; x<=r; x++ ) { for( int y=-r; y<=r; y++ ) { if( pow(x,2) + pow(y,2) <= pow(r,2) ) { R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res ); count += 1.0; } } } passPixelColor0 = R1f/count; }