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📄 dof_1_depth.frag

📁 java 3d game jme 工程开发源代码
💻 FRAG
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// "Depth of Field" demo for Ogre// Copyright (C) 2006  Christian Lindequist Larsen//// This code is in the public domain. You may do whatever you want with it.// dofParams coefficients:// x = near blur depth; y = focal plane depth; z = far blur depth// w = blurriness cutoff constant for objects behind the focal planeuniform vec4 dofParams;varying float depth; // in view spaceuniform sampler2D mainTexture; void main(){	float f;	vec4 texCol = texture2D(mainTexture,gl_TexCoord[0].st);		if (depth < dofParams.y)	{		// scale depth value between near blur distance and focal distance to		// [-1, 0] range		f = (depth - dofParams.y) / (dofParams.y - dofParams.x);	}	else	{		// scale depth value between focal distance and far blur distance to		// [0, 1] range		f = (depth - dofParams.y) / (dofParams.z - dofParams.y);		// clamp the far blur to a maximum blurriness		f = clamp(f, 0.0, dofParams.w);	}	// scale and bias into [0, 1] range	vec4 sum = vec4(0.5*f + 0.5);	if (texCol.a<0.1)	{		texCol.a = 0.0;	}	sum.a = texCol.a;	gl_FragColor = sum;}

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