//r1*=10.0; r0.w=abs(_c79.w); r3=_c4; //-0.5, -1.5, 1.5, 0.5 float2 center; float distance; float focus; float farblur; float dof; distance=r0.z * r0.x - _c78.w; //dofDist.w distance+=_c78.y * -r3.w; //dofDist.y distance+=120;//offset center.x=_v0.x-0.5; center.y=0.5-_v0.y; focus=length(center.xy)*1.41421; focus=pow(focus,5)*3; focus=max(focus,0.5); farblur=clamp(distance*0.05,0.2,0.999); if(distance*0.1>2)dof=0.999; else dof=0.0; //TEMP decrease bluriness for edge smoothing //float2 off_c76=_c76.xy*(farblur); float2 off_c76=_c76.xy*min(focus+farblur+dof,0.999);//1.0 is total maximum blur amount