It's quite easy to implement, actually. Instead of letting the shader dynamically parse the depth texture at any given point to determine the value of Z and react accordingly, you'd just have to tell it "my focus point is at a specific Z value".
Instead of this in the original code from Boris,
Code:
float2 coord=pos.xy * 0.05;
coord+=IN.txcoord0.xy * 0.05 + float2(0.5, 0.5); //somewhere around the center of screen
float tempcurr=TextureDepth.SampleLevel(Sampler0, coord, 0.0).x;
you'd need something like
Code:
float tempcurr = XXX;
with XXX being your sweet spot. I think the Z is inverted somewhere in the rest of the code so "working" values range roughly from 0,95 to 1 or something like that.
I first implemented something like that in my little tool for handpicking the focus point, but I threw it away as I didn't need it. I'd have to check if my claims are still viable though, but that's the general idea ( 2h sleep last night, I'm a little fuzzy :p )