39 lines
1.2 KiB
Lua
39 lines
1.2 KiB
Lua
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local blur_mat = Material( "pp/bokehblur" )
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local pp_bokeh = CreateClientConVar( "pp_bokeh", "0", false, false )
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local pp_bokeh_blur = CreateClientConVar( "pp_bokeh_blur", "5", true, false )
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local pp_bokeh_distance = CreateClientConVar( "pp_bokeh_distance", "0.1", true, false )
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local pp_bokeh_focus = CreateClientConVar( "pp_bokeh_focus", "1.0", true, false )
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function DrawBokehDOF( intensity, distance, focus )
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render.UpdateScreenEffectTexture()
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blur_mat:SetTexture( "$BASETEXTURE", render.GetScreenEffectTexture() )
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blur_mat:SetTexture( "$DEPTHTEXTURE", render.GetResolvedFullFrameDepth() )
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blur_mat:SetFloat( "$size", intensity )
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blur_mat:SetFloat( "$focus", distance )
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blur_mat:SetFloat( "$focusradius", focus )
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render.SetMaterial( blur_mat )
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render.DrawScreenQuad()
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end
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hook.Add( "RenderScreenspaceEffects", "RenderBokeh", function()
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if ( !pp_bokeh:GetBool() ) then return end
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if ( !GAMEMODE:PostProcessPermitted( "bokeh" ) ) then return end
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DrawBokehDOF( pp_bokeh_blur:GetFloat(), pp_bokeh_distance:GetFloat(), pp_bokeh_focus:GetFloat() )
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end )
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hook.Add( "NeedsDepthPass", "NeedsDepthPass_Bokeh", function()
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if ( pp_bokeh:GetBool() ) then return true end
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end )
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