Quote:
Originally Posted by sober
Silent Hunter 5\data\Shaders\HDR\DOF_PS
Try adjusting this .
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Thanks. I'm on the road now but will check it out when im back this weekend
Checked this file. This is all I see. Not sure what values to edit:
#include <data/shaders/hdr/common.inc>
float2 g_focalDistance : register(c0);
struct PS_IN
{
float2 Tex0 : TEXCOORD0;
};
float4 main( PS_IN In ) : COLOR
{
float depth = tex2D(tex1, In.Tex0).r;
float interp = saturate( abs( depth - g_focalDistance.x ) / g_focalDistance.y );
float3 color = tex2D(tex0, In.Tex0).rgb;
//return float4(depth, depth, depth, 1);
//return float4(interp, interp, interp, 1);
return float4(color, interp);
}