VARYING vec2 TexCoord0; VARYING vec2 TexCoord1; VARYING vec2 TexCoord2; VARYING vec2 TexCoord3; VARYING vec2 TexCoord4; const vec3 poisson0 = vec3( 0.000000, 0.000000, 0.000000 ); const vec3 poisson1 = vec3( 0.527837, -0.085868, 0.534776 ); const vec3 poisson2 = vec3( -0.040088, 0.537087, 0.538581 ); const vec3 poisson3 = vec3( -0.670445, -0.017995, 0.670686 ); const vec3 poisson4 = vec3( -0.419418, -0.616039, 0.745262 ); float advancedGetTiltShiftMultiplier(vec2 inTexCoord, float inFocusBarHeight, float inFocusWidth, bool inVertical, bool inInvert) { float texPos = inVertical ? inTexCoord.x : inTexCoord.y; float focusDiff = max(0.0, abs(texPos - inFocusBarHeight) - (inFocusWidth / 2.0)) / inFocusWidth; float retval = clamp(focusDiff, 0.0, 1.0); return inInvert ? 1.0 - retval : retval; } vec4 advancedPoissonTiltShiftBlur(sampler2D inSampler, float inBarHeight, float inFocusWidth, bool inVertical, bool inInvert) { float mult0 = (1.0 - poisson0.z) * advancedGetTiltShiftMultiplier(TexCoord0, inBarHeight, inFocusWidth, inVertical, inInvert); float mult1 = (1.0 - poisson1.z) * advancedGetTiltShiftMultiplier(TexCoord1, inBarHeight, inFocusWidth, inVertical, inInvert); float mult2 = (1.0 - poisson2.z) * advancedGetTiltShiftMultiplier(TexCoord2, inBarHeight, inFocusWidth, inVertical, inInvert); float mult3 = (1.0 - poisson3.z) * advancedGetTiltShiftMultiplier(TexCoord3, inBarHeight, inFocusWidth, inVertical, inInvert); float mult4 = (1.0 - poisson4.z) * advancedGetTiltShiftMultiplier(TexCoord4, inBarHeight, inFocusWidth, inVertical, inInvert); float multTotal = mult0 + mult1 + mult2 + mult3 + mult4; float multMultiplier = multTotal > 0.0 ? 1.0 / multTotal : 0.0; vec4 outColor = texture(inSampler, TexCoord0) * (mult0 * multMultiplier); outColor += texture(inSampler, TexCoord1) * (mult1 * multMultiplier); outColor += texture(inSampler, TexCoord2) * (mult2 * multMultiplier); outColor += texture(inSampler, TexCoord3) * (mult3 * multMultiplier); outColor += texture(inSampler, TexCoord4) * (mult4 * multMultiplier); return outColor; } void MAIN() { float centerMultiplier = advancedGetTiltShiftMultiplier(INPUT_UV, focusPosition, focusWidth, isVertical, isInverted); vec4 blurColor = advancedPoissonTiltShiftBlur(INPUT, focusPosition, focusWidth, isVertical, isInverted); FRAGCOLOR = mix(texture(sourceSampler, INPUT_UV), blurColor, centerMultiplier); }