#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; }