Hi
oF + SSAO + DoF sample project.
[attachment=0:3syu941k]SSAODoF.png[/attachment:3syu941k]
I think there is room to improve, but anyway just sample.
The GLSL code is not my original,
but I do not remember where I got…
Thanks
Akira
Hi
oF + SSAO + DoF sample project.
[attachment=0:3syu941k]SSAODoF.png[/attachment:3syu941k]
I think there is room to improve, but anyway just sample.
The GLSL code is not my original,
but I do not remember where I got…
Thanks
Akira
awesome!
thanks for posting your code.
You are welcome!
very nice, thank you!
very nice.
i am trying to use only the DOF part in combination with a 3D model.
before trying to implement this DOF got nice smooth edges by using this line
window.setGlutDisplayString(“rgba double samples>=4 depth”);
but once i start using your DOF example the edges are not anti aliased.
do you have suggestions to getting smooth edges again and on how to remove the SSAO part. I don’t need SSAO and thought removing it would save me some cpu.
thanks.
i figured out how to get the example running and not have to included the ssao shader
depthFBO.beforeUpdate();
drawScene();
depthFBO.afterUpdate();
colorFBO.beforeUpdate();
drawScene();
colorFBO.afterUpdate();
int ssaoTexSlot = 6;
colorFBO.beforeDraw(ssaoTexSlot);
int depthTexSlot = 5;
depthFBO.beforeDraw(depthTexSlot);
dofShader.begin();
dofShader.setUniform1i("bgl_RenderedTexture", ssaoTexSlot);
dofShader.setUniform1i("bgl_DepthTexture", depthTexSlot);
dofShader.setUniform1f("focus", focus);
dofShader.setUniform1f("aspectratiox", aspectratiox);
dofShader.setUniform1f("aspectratioy", aspectratioy);
dofShader.setUniform1f("blurclamp", blurclamp);
dofShader.setUniform1f("bias", bias);
drawFullScreenQuad(ofGetWidth(), ofGetHeight());
dofShader.end();
colorFBO.afterDraw();
depthFBO.afterDraw();