// simple scope overlay + bokeh blur #define PI 3.14159265 void main() { vec2 uv = TexCoord.st; vec3 base = texture(InputTexture,uv).rgb; vec2 bof = 1.0/textureSize(InputTexture,0); int rsamples, tstep = 1; vec2 bstr = bof*4.0; float bstep; vec2 rcoord; for ( int i=1; i<=5; i++ ) { rsamples = i*3; for ( int j=0; j sz.y ) p.x *= sz.x/sz.y; else p.y *= sz.y/sz.x; vec3 col = texture(InputTexture,uv+p*pow(length(p),8.)*20.).rgb; col = (col+.02)*.98*vec3(1.2,.6,.15); float fade = 1.-clamp(pow(length(p)*2.,40.),0.,1.); FragColor = vec4(mix(base*.05,col,vec3(fade)),1.); }