#version 460 core
layout(location = 0) in vec2 inUV;
layout(location = 1) in vec2 inPos;
layout(location = 2) in float cocRadius;
layout(location = 0) out vec4 outColor;
layout(binding = 0) uniform sampler2D bokehSampler;
layout(binding = 1) uniform sampler2D sceneSampler;
layout(binding = 2) uniform sampler2D depthSampler;
layout(push_constant) uniform PushConstants {
vec4 dpack;
} pushConstants;
void main() {
const vec2 res = vec2(pushConstants.dpack[2], pushConstants.dpack[3]);
outColor = texture(sceneSampler, vec2(inPos.x / res.x, inPos.y / res.y)) * texture(bokehSampler, inUV);
outColor.a = (cocRadius / 9000.0);
if(texture(depthSampler, gl_FragCoord.xy / res).r < pushConstants.dpack[1])
discard;
}