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Fix DoF artifacting at high blur amounts
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@ -186,6 +186,7 @@ void main() {
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uv += pixel_size * 0.5; //half pixel to read centers
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vec4 color = texture(color_texture, uv);
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float initial_blur = color.a;
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float accum = 1.0;
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float radius = params.blur_scale;
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@ -193,8 +194,8 @@ void main() {
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vec2 suv = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
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vec4 sample_color = texture(color_texture, suv);
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float sample_size = abs(sample_color.a);
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if (sample_color.a > color.a) {
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sample_size = clamp(sample_size, 0.0, abs(color.a) * 2.0);
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if (sample_color.a > initial_blur) {
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sample_size = clamp(sample_size, 0.0, abs(initial_blur) * 2.0);
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}
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float m = smoothstep(radius - 0.5, radius + 0.5, sample_size);
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@ -221,12 +221,9 @@ void main() {
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vec4 sample_color = texture(source_color, uv_adj);
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sample_color.a = texture(source_weight, uv_adj).r;
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float limit;
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if (sample_color.a < color.a) {
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limit = abs(sample_color.a);
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} else {
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limit = abs(color.a);
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float limit = abs(sample_color.a);
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if (sample_color.a > color.a) {
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limit = clamp(limit, 0.0, abs(color.a) * 2.0);
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}
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limit -= DEPTH_GAP;
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