#include "ReShade.fxh" uniform float2 Defocus < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_step = 0.001; ui_label = "Defocus [Defocus]"; ui_tooltip = "X and Y Axis Defocusing"; > = float2(0.0f, 0.0f); // previously this pass was applied two times with offsets of 0.25, 0.5, 0.75, 1.0 // now this pass is applied only once with offsets of 0.25, 0.55, 1.0, 1.6 to achieve the same appearance as before till a maximum defocus of 2.0 static const float2 CoordOffset8[8] = { // 0.075x² + 0.225x + 0.25 float2(-1.60f, 0.25f), float2(-1.00f, -0.55f), float2(-0.55f, 1.00f), float2(-0.25f, -1.60f), float2( 0.25f, 1.60f), float2( 0.55f, -1.00f), float2( 1.00f, 0.55f), float2( 1.60f, -0.25f), }; float4 PS_Defocus(float4 vpos : SV_Position, float2 texcoord : TEXCOORD) : SV_Target { // imaginary texel dimensions independed from source and target dimension float2 TexelDims = (1.0f / 1024.0f); float2 DefocusTexelDims = Defocus * TexelDims; float3 texel = tex2D(ReShade::BackBuffer, texcoord).rgb; float samples = 1.0f; for (int i = 0; i < 8; i++) { texel += tex2D(ReShade::BackBuffer, texcoord + CoordOffset8[i] * DefocusTexelDims).rgb; samples += 1.0f; } return float4(texel / samples, 1.0f); } technique Defocus { pass { VertexShader = PostProcessVS; PixelShader = PS_Defocus; } }