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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.glsl38
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();