GLSL Bokeh using Quads and Textures
- by Notoriousaur
I'm trying to create a depth of field effect with bokeh sprites in GLSL. Specifically, what i would like to do is, for each pixel:
See if the pixel is out of the focal range
If it is, draw a quad and apply a texture to provide a bokeh sprite.
This kind of implementation is seen in the Unreal Engine and by Matt Pettineo, however, both implementations are in DX11 and I'm using OpenGL.
I'm a bit stuck on the drawing a quad and applying a texture bit. Does anyone know how I can do this, or provide any relevant links as to how I can do this?
Thanks