TDT4230_final_project/res/shaders/post.frag

31 lines
831 B
GLSL

#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;
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;
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 += texture(framebuffer, p);
}
color /= pow(2*radius+1, 2);
color_out = vec4(color * (1-pow(length((UV-0.5)*1.2), 3)), 1.0); // vignette
}