uniform ivec2 rendertargetdim; uniform sampler2D colorbuffer; uniform vec2 layerselection; uniform sampler2D cocbuffer; #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() { 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(rendertargetdim.x, rendertargetdim.y); 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 = POS + vec4(-offset_far.x, offset_far.y, 0.0, 0.0); particlecoord = vec2(-1.0, 1.0); color = colortex; EmitVertex(); 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 = POS + vec4(offset_far.x, offset_far.y, 0.0, 0.0); particlecoord = vec2(1.0, 1.0); color = colortex; EmitVertex(); EndPrimitive(); }