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PostPosted: 22 Dec 2016, 01:25 
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*sensei*
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Updated to 1.5, see OP for info.

MaxG3D Compiler issue with TS has also been addressed, no news on F4 bug though.


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Tomoko
PostPosted: 22 Dec 2016, 01:51 
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@Marty McFly

Thanks for your ongoing efforts! I've had little time to put into the new video since my return (stupid actual job taking all my time >.< ), so I will be able to include details about the new 1.5 features when I can make some time to do so.

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PostPosted: 22 Dec 2016, 06:19 
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Ah.
So you included that ChA. Well done, stellar work, as always.

Suggestion : indexing ShapeRadius on pixelsize (or TexelSize with specific Width and Heigth variables).
I noticed that when switching from a downsampled res (anyone, wether it is 1440p or 4K) to native 1080p, bokeh shapes are FAR bigger in native res than in downsampled res, whatever the defined radius.
I'll make some tests for indexing it and report results.

I made the removefireflies a toggle, since it can still be interesting having max brightness bokeh in some cases :P

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Last edited by Oyama on 22 Dec 2016, 15:14, edited 1 time in total.

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PostPosted: 22 Dec 2016, 12:46 
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*sensei*
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Glad to report that the gauss blur bug in F4 is gone in 1.5 but now there's a new bug.

When everything is in focus, the image is brighter than without DOF. When the blur kicks in, the image gets slightly darker, but still brighter than without the DOF on.

DOF off:
Image

DOF on:
Image

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PostPosted: 22 Dec 2016, 17:21 
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Nevermind, issues solved.

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PostPosted: 22 Dec 2016, 18:25 
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*sensei*
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MaxG3D Strange things happen on F4, but as I already said, I cannot fix those issues (at least not intentionally).


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PostPosted: 22 Dec 2016, 18:28 
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Weird thing on orders 5 and 6 only in new ChA mode : they cast a tint on entire objects rather than on shapes borders.
Didn't figure out why.

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PostPosted: 22 Dec 2016, 20:02 
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*sensei*
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Whoops, you're right, fixed in 1.51, see OP.


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PostPosted: 22 Dec 2016, 20:08 
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Danke. I will see what I haven't been able to spot myself :P

And, on a side note, your ´ killing fireflies ´ will be utterly usefull on FO4.
Is it bloom portable, BTW ? ;)

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PostPosted: 22 Dec 2016, 21:53 
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Its original use was for bloom. My wip bloom which I sent you uses it as well.

Reformatted OP, added detailed documentation for all UI variables. I left out the #defines in the shadercode, as they have their own doc.


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