add game&rawdata
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gamedata/shaders/r3/dof.h
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214
gamedata/shaders/r3/dof.h
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#ifndef DOF_H_INCLUDED
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#define DOF_H_INCLUDED
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//#define USE_DOF
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#ifndef USE_DOF
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float3 dof(float2 center)
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{
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// float3 img = tex2D (s_image, center);
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float3 img = s_image.Sample( smp_rtlinear, center);
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return img;
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}
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#else // USE_DOF
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// x - near y - focus z - far w - sky distance
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float4 dof_params;
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float3 dof_kernel; // x,y - resolution pre-scaled z - just kernel size
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float DOFFactor( float depth)
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{
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float dist_to_focus = depth-dof_params.y;
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float blur_far = saturate( dist_to_focus
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/ (dof_params.z-dof_params.y) );
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float blur_near = saturate( dist_to_focus
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/ (dof_params.x-dof_params.y) );
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float blur = blur_near+blur_far;
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blur*=blur;
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return blur;
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}
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//#define MAXCOF 5.h
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#define MAXCOF 7.h
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#define EPSDEPTH 0.0001h
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float3 dof(float2 center)
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{
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// Scale tap offsets based on render target size
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// float depth = tex2D(s_position,center).z;
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#ifndef USE_MSAA
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float depth = s_position.Sample( smp_nofilter, center).z;
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#else
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float depth = s_position.Load( int3( center * pos_decompression_params2.xy ,0),0 ).z;
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#endif
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if (depth <= EPSDEPTH) depth = dof_params.w;
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float blur = DOFFactor(depth);
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//float blur = 1;
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// const amount of blur: define controlled
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//float2 scale = float2 (.5f / 1024.h, .5f / 768.h) * MAXCOF * blur;
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// const amount of blur: engine controlled
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float2 scale = float2 (.5f / 1024.h, .5f / 768.h) * (dof_kernel.z * blur);
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// amount of blur varies according to resolution
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// but kernel size in pixels is fixed.
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// float2 scale = dof_kernel.xy * blur;
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// poisson
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float2 o [12];
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o[0] = float2(-0.326212f , -0.405810f)*scale;
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o[1] = float2(-0.840144f , -0.073580f)*scale;
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o[2] = float2(-0.695914f , 0.457137f)*scale;
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o[3] = float2(-0.203345f , 0.620716f)*scale;
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o[4] = float2( 0.962340f , -0.194983f)*scale;
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o[5] = float2( 0.473434f , -0.480026f)*scale;
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o[6] = float2( 0.519456f , 0.767022f)*scale;
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o[7] = float2( 0.185461f , -0.893124f)*scale;
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o[8] = float2( 0.507431f , 0.064425f)*scale;
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o[9] = float2( 0.896420f , 0.412458f)*scale;
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o[10] = float2(-0.321940f , -0.932615f)*scale;
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o[11] = float2(-0.791559f , -0.597710f)*scale;
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// sample
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// float3 sum = tex2D(s_image,center);
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float3 sum = s_image.Sample( smp_nofilter, center);
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float contrib = 1.h;
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[unroll] for (int i=0; i<12; i++)
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{
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float2 tap = center + o[i];
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// float4 tap_color = tex2D (s_image,tap);
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// float tap_depth = tex2D (s_position,tap).z;
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// TODO: DX10: test linear sampler
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// float4 tap_color = s_image.Sample( smp_rtlinear, tap );
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float4 tap_color = s_image.Sample( smp_nofilter, tap );
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#ifndef USE_MSAA
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float tap_depth = s_position.Sample( smp_nofilter, tap).z;
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#else
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float tap_depth = s_position.Load( int3( tap* pos_decompression_params2.xy,0),0).z;
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#endif
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[flatten] if (tap_depth <= EPSDEPTH) tap_depth = dof_params.w;
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float tap_contrib = DOFFactor(tap_depth);
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sum += tap_color * tap_contrib;
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contrib += tap_contrib;
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}
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return float3 (sum/contrib);
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}
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/*
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// edge along sky line. More light-weight
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float3 dof(float2 center)
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{
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// Scale tap offsets based on render target size
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float depth = tex2D(s_position,center).z;
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// if (depth <= EPSDEPTH) depth = dof_params.w;
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if (depth <= EPSDEPTH) depth = (dof_params.z-dof_params.y)*0.3;
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float dist_to_focus = depth-dof_params.y;
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float blur_far = saturate( dist_to_focus
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/ (dof_params.z-dof_params.y) );
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float blur_near = saturate( dist_to_focus
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/ (dof_params.x-dof_params.y) );
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float blur = (blur_near+blur_far);
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blur*=blur;
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//float blur = 1;
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// const amount of blur: define controlled
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//float2 scale = float2 (.5f / 1024.h, .5f / 768.h) * MAXCOF * blur;
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// const amount of blur: engine controlled
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float2 scale = float2 (.5f / 1024.h, .5f / 768.h) * (dof_kernel.z * blur);
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// amount of blur varies according to resolution
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// but kernel size in pixels is fixed.
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// float2 scale = dof_kernel.xy * blur;
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// poisson
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float2 o [12];
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o[0] = float2(-0.326212f , -0.405810f)*scale;
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o[1] = float2(-0.840144f , -0.073580f)*scale;
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o[2] = float2(-0.695914f , 0.457137f)*scale;
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o[3] = float2(-0.203345f , 0.620716f)*scale;
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o[4] = float2( 0.962340f , -0.194983f)*scale;
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o[5] = float2( 0.473434f , -0.480026f)*scale;
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o[6] = float2( 0.519456f , 0.767022f)*scale;
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o[7] = float2( 0.185461f , -0.893124f)*scale;
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o[8] = float2( 0.507431f , 0.064425f)*scale;
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o[9] = float2( 0.896420f , 0.412458f)*scale;
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o[10] = float2(-0.321940f , -0.932615f)*scale;
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o[11] = float2(-0.791559f , -0.597710f)*scale;
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// sample
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float3 sum = tex2D(s_image,center);
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float contrib = 1.h;
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for (int i=0; i<12; i++)
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{
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float2 tap = center + o[i];
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float4 tap_color = tex2D (s_image,tap);
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float tap_depth = tex2D (s_position,tap).z;
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// if (tap_depth <= EPSDEPTH) tap_depth = dof_params.w;
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if (tap_depth <= EPSDEPTH) tap_depth = (dof_params.z-dof_params.y)*0.3;
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// float tap_contrib = 1.h; //(tap_depth>depth)?1.h:0.h;
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float tap_contrib = 1-saturate(abs(tap_depth-depth)/dist_to_focus);
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sum += tap_color * tap_contrib;
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contrib += tap_contrib;
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}
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return float3 (sum/contrib);
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}
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*/
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/*
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#define NEAR 0.2h
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//#define MINDIST 0.4h
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#define MINDIST 1.4h
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//#define MAXDIST 100.h
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//#define MAXDIST 300.h
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#define MAXDIST 2.0h
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#define MAXCOF 5.h
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#define MAXCOF_NEAR 100.h
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#define EPSDEPTH 0.0001h
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float3 dof(float2 center)
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{
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// Scale tap offsets based on render target size
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float depth = tex2D(s_position,center).z;
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if (depth<=EPSDEPTH) depth = MAXDIST;
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float blur = saturate( (depth-MINDIST)/(MAXDIST-MINDIST) );
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blur*=blur;
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//float blur_near = pow(saturate( 1-(depth-NEAR)/MINDIST ), 2) * MAXCOF_NEAR;
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//float blur = (blur_near+blur_far);
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//float blur = 1;
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float2 scale = float2 (.5f / 1024.h, .5f / 768.h) * MAXCOF * blur;
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// poisson
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float2 o [12];
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o[0] = float2(-0.326212f , -0.405810f)*scale;
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o[1] = float2(-0.840144f , -0.073580f)*scale;
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o[2] = float2(-0.695914f , 0.457137f)*scale;
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o[3] = float2(-0.203345f , 0.620716f)*scale;
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o[4] = float2( 0.962340f , -0.194983f)*scale;
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o[5] = float2( 0.473434f , -0.480026f)*scale;
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o[6] = float2( 0.519456f , 0.767022f)*scale;
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o[7] = float2( 0.185461f , -0.893124f)*scale;
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o[8] = float2( 0.507431f , 0.064425f)*scale;
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o[9] = float2( 0.896420f , 0.412458f)*scale;
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o[10] = float2(-0.321940f , -0.932615f)*scale;
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o[11] = float2(-0.791559f , -0.597710f)*scale;
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// sample
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float3 sum = tex2D(s_image,center);
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float contrib = 1.h;
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for (int i=0; i<12; i++)
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{
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float2 tap = center + o[i];
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float4 tap_color = tex2D (s_image,tap);
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float tap_depth = tex2D (s_position,tap).z;
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float tap_contrib = 1.h; //(tap_depth>depth)?1.h:0.h;
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sum += tap_color * tap_contrib;
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contrib += tap_contrib;
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}
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return float3 (sum/contrib);
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}
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/**/
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#endif // USE_DOF
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#endif // DOF_H_INCLUDED
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