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graph/shaders/post.frag

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#version 460 core
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#extension GL_GOOGLE_include_directive : enable
#define SMAA_RT_METRICS vec4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0)
#define SMAA_PRESET_ULTRA 1
#define SMAA_GLSL_4 1
#define SMAA_INCLUDE_VS 0
#define SMAA_INCLUDE_PS 1
#define SMAA_PREDICATION 1
#define SMAA_FLIP_Y 0
#include "smaa.glsl"
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layout(location = 0) in vec2 inUV;
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layout(location = 1) in vec4 inOffset;
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layout(location = 0) out vec4 outColor;
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layout(binding = 0) uniform sampler2D sceneSampler;
layout(binding = 1) uniform sampler2D depthSampler;
layout(binding = 2) uniform sampler2D nearFieldSampler;
layout(binding = 3) uniform sampler2D farFieldSampler;
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layout(binding = 4) uniform sampler2D blendSampler;
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void main() {
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vec3 sceneColor = vec3(0);
sceneColor = SMAANeighborhoodBlendingPS(inUV, inOffset, sceneSampler, blendSampler).rgb;
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// alpha divide reconstruction
vec3 farColor = texture(farFieldSampler, inUV).rgb / max(texture(farFieldSampler, inUV).a, 0.0001) * 0.02;
vec3 nearColor = texture(nearFieldSampler, inUV).rgb / max(texture(nearFieldSampler, inUV).a, 0.0001) * 0.02;
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// read coc stored in the alpha channel
float coc = texture(farFieldSampler, inUV).a;
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// transistion between out of focus and regular scene
vec3 farColorBlurred = mix(sceneColor, farColor, clamp(coc, 0.0, 1.0));
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// smoother transistion between the normal scene and the "out of focus" portions
farColorBlurred = mix(sceneColor, farColorBlurred, clamp(0.5 * coc + 1.0, 0.0, 1.0));
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//float coc2 = texture(nearFieldSampler, inUV).a;
//vec3 finalColor = mix(farColorBlurred, nearColor, clamp(clamp(-coc2 - 1.0, 0.0, 1.0) + texture(nearFieldSampler, inUV).a * 8.0, 0.0, 1.0));
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outColor = vec4(farColorBlurred, 1.0);
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}