Limit the DoF influence
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3f17545541
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@ -22,6 +22,7 @@ void main()
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vec2 offset = 10. / screen;
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vec2 offset = 10. / screen;
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vec4 col = texture2D(tex, uv);
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vec4 col = texture2D(tex, uv);
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vec4 colOriginal = col;
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// Weight from here http://artmartinsh.blogspot.fr/2010/02/glsl-lens-blur-filter-with-bokeh.html
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// Weight from here http://artmartinsh.blogspot.fr/2010/02/glsl-lens-blur-filter-with-bokeh.html
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col += texture2D(tex, uv + (vec2(0.0, 0.4) * offset) * blur);
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col += texture2D(tex, uv + (vec2(0.0, 0.4) * offset) * blur);
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@ -68,5 +69,14 @@ void main()
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col += texture2D(tex, uv + (vec2(-0.29, -0.29) * offset) * blur * 0.4);
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col += texture2D(tex, uv + (vec2(-0.29, -0.29) * offset) * blur * 0.4);
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col += texture2D(tex, uv + (vec2(0.0, 0.4) * offset) * blur * 0.4);
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col += texture2D(tex, uv + (vec2(0.0, 0.4) * offset) * blur * 0.4);
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FragColor = vec4(col.xyz / 41.0, 1.);
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col.rgb = col.rgb / 41.0;
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depth = clamp((FragPos.z/280), 0., 1.);
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depth = (1 - depth);
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vec3 final = colOriginal.rgb * depth + col.rgb * (1 - depth);
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/*
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FragColor.xyz = vec3(depth);
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FragColor.a = 1.0;
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*/
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FragColor = vec4(final, 1.);
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}
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}
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