Depth Of Field Problem
britishj
Member Posts: 44
The new depth of field option seems to only focus in on the player character leaving everything else a blur, i suggest letting things get much farther away from the player before being blurred out as right now it seems to hurt my eyes when trying to look at anything else other than my character.
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Yeah, it feels like I've missed some setting or so. When in a small space, like 2x3 tiles, still my character is crisp and clear, while the rest of the stuff in a radius 3-4 m from my character is all blurry.
Is this really intended?
varying mediump vec2 vTcOut;
uniform sampler2D texUnit0; // Frame buffer
uniform sampler2D texUnit1; // Depth
uniform float fLightDoF_Width = 5.0;
uniform float DOFAmount = 1.0;
uniform bool bLightDoF_UseCA = false;
uniform vec2 f2LightDoF_CA = vec2(0.0, 1.0);
uniform bool bLightDoF_AutoFocus = true;
uniform float fLightDoF_AutoFocusSpeed = 0.1;
uniform bool bLightDoF_UseMouseFocus = false;
uniform vec2 f2Bokeh_AutoFocusCenter = vec2(0.5, 0.5);
uniform float fLightDoF_ManualFocus = 0.0;
uniform float nearClip = 0.1;
uniform float farClip = 45.0;
uniform int screenWidth = 1920;
uniform int screenHeight = 1200;
but for some reason it doesn't affect the shader, i hope they will fix that (i 'm sure actually)
You can modify these from the game though. Type "dof_amount 0.5" in the console, or "##dof_amount 0.5" in the chat bar to reduce it. Default is 1.0.