// simple scope overlay + bokeh blur #define PI 3.14159265 void main() { vec2 uv = TexCoord.st; vec3 base = texture(InputTexture,uv).rgb; vec2 bof = 1./vec2(textureSize(InputTexture,0)); float rsamples, tstep = 1.; vec2 bstr = bof*4.; float bstep; vec2 rcoord; for ( float i=1.; i<=5.; i+=1. ) { rsamples = i*3.; for ( float 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.); }