forked from LeenkxTeam/LNXSDK
Repe [T3DU] Update - 31f26d171bba0355ce2a77031e3aad4c64dbc7e9
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@ -10,9 +10,9 @@
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const int samples = 8; // Samples on the first ring
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const int rings = 6; // Ring count
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const vec2 focus = vec2(0.5, 0.5);
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//const vec2 focus = vec2(0.5, 0.5);
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const float coc = 0.03; // Circle of confusion size in mm (35mm film = 0.03mm)
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const float maxblur = 1.0;
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//const float maxblur = 1.0;
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const float threshold = 0.5; // Highlight threshold
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const float gain = 2.0; // Highlight gain
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const float bias = 0.5; // Bokeh edge bias
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@ -41,7 +41,9 @@ vec3 dof(
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const bool autoFocus,
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const float DOFDistance,
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const float DOFLength,
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const float DOFFStop) {
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const float DOFFStop,
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const vec2 focus,
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const float maxblur) {
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float depth = linearize(gdepth, cameraProj);
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float fDepth = 0.0;
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@ -85,7 +87,6 @@ vec3 dof(
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float pw = (cos(float(j) * step) * float(i));
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float ph = (sin(float(j) * step) * float(i));
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float p = 1.0;
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// if (pentagon) p = penta(vec2(pw, ph));
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blurredCol += color(texCoord + vec2(pw * w, ph * h), blur, tex, texStep) * mix(1.0, (float(i)) / (float(rings)), bias) * p;
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s += 1.0 * mix(1.0, (float(i)) / (float(rings)), bias) * p;
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}
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