diff options
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl | 38 |
1 files changed, 27 insertions, 11 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl index 7918122a681..4c650e7695f 100644 --- a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl +++ b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl @@ -5,23 +5,39 @@ uniform vec2 layerselection; uniform sampler2D cocbuffer; -/* initial uv coordinate */ -varying in vec2 uvcoord[1]; -varying out vec2 particlecoord; -varying out vec4 color; +#if __VERSION__ >= 150 + layout(points) in; + layout(triangle_strip, max_vertices = 4) out; + + #define POS gl_in[0].gl_Position +#else + /* use the EXT_geometry_shader4 way */ + #define POS gl_PositionIn[0] +#endif +/* initial uv coordinate */ +#if __VERSION__ < 130 + varying in vec2 uvcoord[]; + varying out vec2 particlecoord; + varying out vec4 color; + #define textureLod texture2DLod +#else + in vec2 uvcoord[]; + out vec2 particlecoord; + out vec4 color; +#endif #define M_PI 3.1415926535897932384626433832795 -void main(void) +void main() { - vec4 coc = texture2DLod(cocbuffer, uvcoord[0], 0.0); + vec4 coc = textureLod(cocbuffer, uvcoord[0], 0.0); float offset_val = dot(coc.rg, layerselection); if (offset_val < 1.0) return; - vec4 colortex = texture2DLod(colorbuffer, uvcoord[0], 0.0); + vec4 colortex = textureLod(colorbuffer, uvcoord[0], 0.0); /* find the area the pixel will cover and divide the color by it */ float alpha = 1.0 / (offset_val * offset_val * M_PI); @@ -30,19 +46,19 @@ void main(void) vec2 offset_far = vec2(offset_val * 0.5) / vec2(rendertargetdim.x, rendertargetdim.y); - gl_Position = gl_PositionIn[0] + vec4(-offset_far.x, -offset_far.y, 0.0, 0.0); + gl_Position = POS + vec4(-offset_far.x, -offset_far.y, 0.0, 0.0); color = colortex; particlecoord = vec2(-1.0, -1.0); EmitVertex(); - gl_Position = gl_PositionIn[0] + vec4(-offset_far.x, offset_far.y, 0.0, 0.0); + gl_Position = POS + vec4(-offset_far.x, offset_far.y, 0.0, 0.0); particlecoord = vec2(-1.0, 1.0); color = colortex; EmitVertex(); - gl_Position = gl_PositionIn[0] + vec4(offset_far.x, -offset_far.y, 0.0, 0.0); + gl_Position = POS + vec4(offset_far.x, -offset_far.y, 0.0, 0.0); particlecoord = vec2(1.0, -1.0); color = colortex; EmitVertex(); - gl_Position = gl_PositionIn[0] + vec4(offset_far.x, offset_far.y, 0.0, 0.0); + gl_Position = POS + vec4(offset_far.x, offset_far.y, 0.0, 0.0); particlecoord = vec2(1.0, 1.0); color = colortex; EmitVertex(); |