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Commit f3b0b5f3 authored by David Parks's avatar David Parks
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CTS-537 Apply tweak from Tofu Buzzard.

parent bce7b4f0
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...@@ -57,11 +57,11 @@ void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc) ...@@ -57,11 +57,11 @@ void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc)
float sc = calc_cof(d); float sc = calc_cof(d);
float wg = 1.0; float wg = 0.25;
vec4 s = texture2DRect(diffuseRect, tc); vec4 s = texture2DRect(diffuseRect, tc);
// de-weight dull areas to make highlights 'pop' // de-weight dull areas to make highlights 'pop'
wg *= s.r+s.g+s.b; wg += s.r+s.g+s.b;
diff += wg*s; diff += wg*s;
...@@ -77,11 +77,11 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve ...@@ -77,11 +77,11 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve
if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius
|| d < cur_depth) //sampled pixel is further away than current pixel || d < cur_depth) //sampled pixel is further away than current pixel
{ {
float wg = 1.0; float wg = 0.25;
vec4 s = texture2DRect(diffuseRect, tc); vec4 s = texture2DRect(diffuseRect, tc);
// de-weight dull areas to make highlights 'pop' // de-weight dull areas to make highlights 'pop'
wg *= s.r+s.g+s.b; wg += s.r+s.g+s.b;
diff += wg*s; diff += wg*s;
......
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