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varying vec2 vUv;
uniform sampler2D tInput;
uniform sampler2D tBias;
uniform float focalDistance;
uniform float aperture;
uniform float blurAmount;
uniform vec2 delta;
float random(vec3 scale,float seed){return fract(sin(dot(gl_FragCoord.xyz+seed,scale))*43758.5453+seed);}
float unpack_depth(const in vec4 color) {
return ( color.r * 256. * 256. * 256. + color.g * 256. * 256. + color.b * 256. + color.a ) / ( 256. * 256. * 256. );
}
float sampleBias( vec2 uv ) {
float d = abs( texture2D( tBias, uv ).r - focalDistance );
return min( d * aperture, .005 );
//return unpack_depth( texture2D( tBias, uv ) );
}
void main() {
vec4 sum = vec4( 0. );
float bias = sampleBias( vUv );
sum += texture2D( tInput, ( vUv - bias * delta * 4. ) ) * 0.051;
sum += texture2D( tInput, ( vUv - bias * delta * 3. ) ) * 0.0918;
sum += texture2D( tInput, ( vUv - bias * delta * 2. ) ) * 0.12245;
sum += texture2D( tInput, ( vUv - bias * delta * 1. ) ) * 0.1531;
sum += texture2D( tInput, ( vUv + bias * delta * 0. ) ) * 0.1633;
sum += texture2D( tInput, ( vUv + bias * delta * 1. ) ) * 0.1531;
sum += texture2D( tInput, ( vUv + bias * delta * 2. ) ) * 0.12245;
sum += texture2D( tInput, ( vUv + bias * delta * 3. ) ) * 0.0918;
sum += texture2D( tInput, ( vUv + bias * delta * 4. ) ) * 0.051;
gl_FragColor = sum;
}