TDT4230_final_project/res/shaders/post.frag

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#version 430 core
layout(location = 0) out vec4 color_out;
layout(binding = 0) uniform sampler2D framebuffer;
layout(binding = 1) uniform sampler2D depthbuffer;
uniform uint windowWidth;
uniform uint windowHeight;
uniform float time;
const float chomatic_abberation_r = 0.0;
const float chomatic_abberation_g = 0.025;
const float chomatic_abberation_b = 0.05;
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float random (vec2 st) {
return fract(sin(dot(st.xy, time*vec2(12.9898,78.233)))*43758.5453123);
}
void main() {
vec2 dx = vec2(1,0) * 1.0/windowWidth;
vec2 dy = vec2(0,1) * 1.0/windowHeight;
vec2 UV = gl_FragCoord.xy / vec2(windowWidth, windowHeight);
float z = pow(texture(depthbuffer, UV).r , 0x800);
z = abs(z*2-1)*1.2;
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int radius = int(5*z);
vec3 color = vec3(0);
for (int x = -radius; x <= radius; x++)
for (int y = -radius; y <= radius; y++){
vec2 p = UV + x*dx + y*dy;
color.r += texture(framebuffer, (p-0.5)*(1+z*chomatic_abberation_r) + 0.5).r;
color.g += texture(framebuffer, (p-0.5)*(1+z*chomatic_abberation_g) + 0.5).g;
color.b += texture(framebuffer, (p-0.5)*(1+z*chomatic_abberation_b) + 0.5).b;
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}
color /= pow(2*radius+1, 2);
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color += (random(UV)-0.5) * z * 0.2;
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color_out = vec4(color * (1-pow(length((UV-0.5)*1.2), 3)), 1.0); // vignette
}