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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl58
1 files changed, 0 insertions, 58 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl
deleted file mode 100644
index eea4385578f..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl
+++ /dev/null
@@ -1,58 +0,0 @@
-uniform vec2 invrendertargetdim;
-uniform ivec2 rendertargetdim;
-/* initial uv coordinate */
-varying vec2 uvcoord;
-
-/* coordinate used for calculating radius et al set in geometry shader */
-varying vec2 particlecoord;
-
-/* downsampling coordinates */
-varying vec2 downsample1;
-varying vec2 downsample2;
-varying vec2 downsample3;
-varying vec2 downsample4;
-
-void vert_dof_downsample()
-{
- /* gather pixels from neighbors. half dimensions means we offset half a pixel to
- * get this right though it's possible we may lose a pixel at some point */
- downsample1 = gl_MultiTexCoord0.xy + vec2(-0.5, -0.5) * invrendertargetdim;
- downsample2 = gl_MultiTexCoord0.xy + vec2(-0.5, 0.5) * invrendertargetdim;
- downsample3 = gl_MultiTexCoord0.xy + vec2(0.5, 0.5) * invrendertargetdim;
- downsample4 = gl_MultiTexCoord0.xy + vec2(0.5, -0.5) * invrendertargetdim;
-
- gl_Position = gl_Vertex;
-}
-
-/* geometry shading pass, calculate a texture coordinate based on the indexed id */
-void vert_dof_coc_scatter_pass()
-{
- vec2 pixel = vec2(rendertargetdim.x, rendertargetdim.y);
- /* some math to get the target pixel */
- int row = gl_InstanceID / rendertargetdim.x;
- int column = gl_InstanceID % rendertargetdim.x;
- uvcoord = (vec2(column, row) + vec2(0.5)) / pixel;
-
- vec2 pos = uvcoord * 2.0 - vec2(1.0);
- gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
-
-// uvcoord = vec2(0.5, 0.5);
-// gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
-}
-
-void vert_dof_final()
-{
- uvcoord = gl_MultiTexCoord0.xy;
- gl_Position = gl_Vertex;
-}
-
-void main()
-{
-#if defined(FIRST_PASS)
- vert_dof_downsample();
-#elif defined(SECOND_PASS)
- vert_dof_coc_scatter_pass();
-#else
- vert_dof_final();
-#endif
-}