Vac






 
												
ssao_perf.fxssao_test.fxDepthOfField.fxgodrays.fxCelShader+EdgeAA.fxColorEffects.fxColorMood.fxobsharpen.fxQuickBlur.fxRAWZfix.fxtest1.fxtest2.fxtest3.fxtest4.fxAmbientDungeons.fx

ssao_perf.fxssao_test.fxDepthOfField.fxgodrays.fxCelShader+EdgeAA.fxColorEffects.fxColorMood.fxobsharpen.fxQuickBlur.fxRAWZfix.fxtest1.fxtest2.fxtest3.fxtest4.fxAmbientDungeons.fx

ssao_perf.fxDepthOfField.fxgodrays.fxCelShader+EdgeAA.fxColorEffects.fxColorMood.fxobsharpen.fx

ssao_perf.fxDepthOfField.fxgodrays.fxCelShader+EdgeAA.fxColorEffects.fxColorMood.fxobsharpen.fx

ssao_perf.fxDepthOfField.fxgodrays.fxCelShader+EdgeAA.fxColorEffects.fxColorMood.fxobsharpen.fx



 ) Actually working on some Morrowind stuff:
) Actually working on some Morrowind stuff:

 ) Actually working on some Morrowind stuff:
) Actually working on some Morrowind stuff:


 
												

 No, really - you can always change it back, if needed. For boolean, enter either 1 or 0. That's it - two options; on or off, respectively.
 No, really - you can always change it back, if needed. For boolean, enter either 1 or 0. That's it - two options; on or off, respectively.



//TWEAKABLE VARIABLES.extern bool DoDistanceBlur = true; //false; //If true, reduces DoF to a distance blurring effect, ie. things far away are blurred more than things close up.extern bool DoWeaponBlur = false; //true; //If false, anything really close to you, like your weapon, will not be blurred no matter where your focus is.extern float DoFAmount = 4; //7;//The maximum level of blur. A higher value will give you more blur.extern float FullFocusRange = 0.1; //If a point's depth is within +/- this value of the depth of the focus point, then it is not blurred.extern float NoFocusRange = 0.4; //If a point's depth is outwith +/- this value of the depth of the focus point, then it has the maximum level of blur applied to it.extern float DepthPower = 5001; //19; /*Controls the linearity of depth. Higher values will stretch it out more, so you can get the range spread further into the distance that you see in game.Suggested Values:Normal DoF: 19Distance Blur: 5001 HawkleyFox method: 0.05*/extern float2 FocusPoint = float2(0.5,0.5);/*The point on the screen which the shader uses as the focus during normal operation. Example values:General 1st person: (0.5,0.5)Blocking 1st person: (0.5,0.3) *///END OF TWEAKABLE VARIABLES.
