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Add depth-of-field (Blurring rendering options) #1662
Add depth-of-field (Blurring rendering options) #1662
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float rand(vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233)) + cos(dot(co.xy, vec2(93.9898,50.233)))) * 43758.5453);
}
//more complex pattern produced which helps in reducing the noise. @ghutchis your insights ?
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float weight = 1.0 - smoothstep(0.0, 1.0, abs(z - origZ) / blurAmt);
// using smoothstep to soften weight transitions
This modification uses smoothstep to create a more gradual transition in weights applied to sampled colors, potentially reducing artifacts like banding. Reviews @ghutchis
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I think the smoothstep() would be nice here, since it's also easier to read.