uniform sampler2D colorTexture; uniform sampler2D blurTexture; uniform sampler2D depthTexture; uniform float focalDistance; varying vec2 v_textureCoordinates; vec4 toEye(vec2 uv, float depth) { vec2 xy = vec2((uv.x * 2.0 - 1.0), ((1.0 - uv.y) * 2.0 - 1.0)); vec4 posInCamera = czm_inverseProjection * vec4(xy, depth, 1.0); posInCamera = posInCamera / posInCamera.w; return posInCamera; } float computeDepthBlur(float depth) { float f; if (depth < focalDistance) { f = (focalDistance - depth) / (focalDistance - czm_currentFrustum.x); } else { f = (depth - focalDistance) / (czm_currentFrustum.y - focalDistance); f = pow(f, 0.1); } f *= f; f = clamp(f, 0.0, 1.0); return pow(f, 0.5); } void main(void) { float depth = czm_readDepth(depthTexture, v_textureCoordinates); vec4 posInCamera = toEye(v_textureCoordinates, depth); float d = computeDepthBlur(-posInCamera.z); gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), texture2D(blurTexture, v_textureCoordinates), d); }