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PostPosted: 14 Jul 2017, 02:00 
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Yeah, definitely! A port of this to old Skyrim would be great! :)

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Tomoko
PostPosted: 14 Jul 2017, 08:53 
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abc75179778300 wrote:
Yeah, definitely! A port of this to old Skyrim would be great! :)


Second that. Definitely.

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PostPosted: 14 Aug 2017, 17:14 
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Aight, noted. Will do when I have more time on my hands.

Experimented with a new DoF blur approach using signed distance fields. It's much slower than this DoF, especially for larger blur radii but as its blur kernel matches the pixel grid, you're entirely free of moire patterns that occur for every common DoF shader. The result are crystal clear and sharp bokeh discs. For screenshotting this might be of interest.


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PostPosted: 14 Aug 2017, 20:17 
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Fast circular DOF from this year SIGGRAPH, maybe it'll be of any use?: https://www.shadertoy.com/view/Xd2BWc

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PostPosted: 14 Aug 2017, 23:49 
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Interesting! Will port it over asap, found some possible optimization ideas, sadly once the technique works, most devs abandon it and skip microoptimizing or only employ it in closed source environments while the open source is just proof of concept.

Well, even though it's a nice and fresh approach, it doesn't take any care of the color leaking from in focus areas into the blurred ones. Visual-wise you just can't outmatch a naive DoF blur because you have to weigh every single sample. While it's really interesting, something I'd never come up with, it's not practical for ENB when you're after best visual quality. I'd have to separate the far field, focus area and near field in the blur. This would require more additional (HDR) render targets than ENB has to offer as this one already occupies 2.

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