uniform ivec2 targetBufferSize; uniform vec2 layerSelection; uniform sampler2D colorBuffer; uniform sampler2D cocBuffer; layout(points) in; layout(triangle_strip, max_vertices = 4) out; #define POS gl_in[0].gl_Position in vec2 uvcoord[]; out vec2 particlecoord; flat out vec4 color; #define M_PI 3.1415926535897932384626433832795 void main() { vec4 coc = textureLod(cocBuffer, uvcoord[0], 0.0); float offset_val = dot(coc.rg, layerSelection); if (offset_val < 1.0) return; 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); colortex *= alpha; colortex.a = alpha; vec2 offset_far = vec2(offset_val * 0.5) / vec2(targetBufferSize.x, targetBufferSize.y); color = colortex; gl_Position = POS + vec4(-offset_far.x, -offset_far.y, 0.0, 0.0); particlecoord = vec2(-1.0, -1.0); EmitVertex(); gl_Position = POS + vec4(-offset_far.x, offset_far.y, 0.0, 0.0); particlecoord = vec2(-1.0, 1.0); EmitVertex(); gl_Position = POS + vec4(offset_far.x, -offset_far.y, 0.0, 0.0); particlecoord = vec2(1.0, -1.0); EmitVertex(); gl_Position = POS + vec4(offset_far.x, offset_far.y, 0.0, 0.0); particlecoord = vec2(1.0, 1.0); EmitVertex(); EndPrimitive(); }