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@@ -3,10 +3,10 @@ uniform sampler2D textureSampler;
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uniform sampler2D originalSampler;
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uniform sampler2D originalSampler;
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uniform sampler2D circleOfConfusionSampler;
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uniform sampler2D circleOfConfusionSampler;
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-#if QUALITY > 0
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+#if BLUR_LEVEL > 0
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uniform sampler2D blurStep1;
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uniform sampler2D blurStep1;
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#endif
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#endif
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-#if QUALITY > 1
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+#if BLUR_LEVEL > 1
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uniform sampler2D blurStep2;
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uniform sampler2D blurStep2;
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#endif
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#endif
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// varyings
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// varyings
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@@ -16,11 +16,11 @@ void main(void)
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{
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{
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float coc = texture2D(circleOfConfusionSampler, vUV).r;
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float coc = texture2D(circleOfConfusionSampler, vUV).r;
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vec4 original = texture2D(originalSampler, vUV);
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vec4 original = texture2D(originalSampler, vUV);
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-#if QUALITY == 0
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+#if BLUR_LEVEL == 0
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vec4 blurred1 = texture2D(textureSampler, vUV);
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vec4 blurred1 = texture2D(textureSampler, vUV);
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gl_FragColor = mix(original, blurred1, coc);
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gl_FragColor = mix(original, blurred1, coc);
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#endif
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#endif
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-#if QUALITY == 1
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+#if BLUR_LEVEL == 1
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vec4 blurred1 = texture2D(blurStep1, vUV);
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vec4 blurred1 = texture2D(blurStep1, vUV);
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vec4 blurred2 = texture2D(textureSampler, vUV);
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vec4 blurred2 = texture2D(textureSampler, vUV);
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if(coc < 0.5){
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if(coc < 0.5){
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@@ -29,7 +29,7 @@ void main(void)
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gl_FragColor = mix(blurred1, blurred2, (coc-0.5)/0.5);
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gl_FragColor = mix(blurred1, blurred2, (coc-0.5)/0.5);
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}
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}
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#endif
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#endif
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-#if QUALITY == 2
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+#if BLUR_LEVEL == 2
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vec4 blurred1 = texture2D(blurStep1, vUV);
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vec4 blurred1 = texture2D(blurStep1, vUV);
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vec4 blurred2 = texture2D(blurStep2, vUV);
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vec4 blurred2 = texture2D(blurStep2, vUV);
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vec4 blurred3 = texture2D(textureSampler, vUV);
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vec4 blurred3 = texture2D(textureSampler, vUV);
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