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Old 02-26-13, 04:09 AM   #7
Echolot
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Join Date: Mar 2010
Location: Berlin, Germany
Posts: 718
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To remove the underwater depth of field effect change data/Shaders/HDR/DOF_PS.fx:

Quote:
#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);
}
to:

Quote:
#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;

float3 color = tex2D(tex0, In.Tex0).rgb;
//return float4(depth, depth, depth, 1);
//return float4(interp, interp, interp, 1);
return float4(color, interp);
}
(by vickers03).

Download here.

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Regards.

Echolt.
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