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45-bokeh: Built shaders and added example.
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@@ -5,7 +5,7 @@
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/*
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* Implement bokeh depth of field as described in the blog post here:
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* https://blog.tuxedolabs.com/2018/05/04/bokeh-depth-of-field-in-single-pass.html
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* https://web.archive.org/web/20201215123940/https://blog.tuxedolabs.com/2018/05/04/bokeh-depth-of-field-in-single-pass.html
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*
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* Additionally, implement the optimizations discussed in the closing paragraph.
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* Apply the effect in multiple passes. Calculate the circle of confusion and store
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@@ -973,4 +973,4 @@ public:
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} // namespace
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ENTRY_IMPLEMENT_MAIN(ExampleBokeh, "xx-bokeh", "bokeh depth of field");
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ENTRY_IMPLEMENT_MAIN(ExampleBokeh, "45-bokeh", "Bokeh Depth of Field");
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examples/runtime/shaders/dx11/fs_bokeh_copy.bin
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examples/runtime/shaders/dx11/fs_bokeh_copy.bin
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examples/runtime/shaders/dx11/fs_bokeh_dof_combine.bin
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examples/runtime/shaders/dx11/fs_bokeh_dof_combine.bin
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examples/runtime/shaders/dx11/fs_bokeh_dof_debug.bin
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examples/runtime/shaders/dx11/fs_bokeh_dof_debug.bin
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examples/runtime/shaders/dx11/fs_bokeh_dof_downsample.bin
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examples/runtime/shaders/dx11/fs_bokeh_dof_downsample.bin
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examples/runtime/shaders/dx11/fs_bokeh_dof_second_pass.bin
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examples/runtime/shaders/dx11/fs_bokeh_dof_second_pass.bin
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examples/runtime/shaders/dx11/fs_bokeh_dof_single_pass.bin
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examples/runtime/shaders/dx11/fs_bokeh_dof_single_pass.bin
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examples/runtime/shaders/dx11/fs_bokeh_forward.bin
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examples/runtime/shaders/dx11/fs_bokeh_forward.bin
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examples/runtime/shaders/dx11/fs_bokeh_forward_grid.bin
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examples/runtime/shaders/dx11/fs_bokeh_forward_grid.bin
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examples/runtime/shaders/dx11/fs_bokeh_linear_depth.bin
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examples/runtime/shaders/dx11/fs_bokeh_linear_depth.bin
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examples/runtime/shaders/dx11/vs_bokeh_forward.bin
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examples/runtime/shaders/dx11/vs_bokeh_forward.bin
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examples/runtime/shaders/dx11/vs_bokeh_screenquad.bin
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examples/runtime/shaders/dx11/vs_bokeh_screenquad.bin
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examples/runtime/shaders/glsl/fs_bokeh_copy.bin
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examples/runtime/shaders/glsl/fs_bokeh_copy.bin
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examples/runtime/shaders/glsl/fs_bokeh_dof_combine.bin
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examples/runtime/shaders/glsl/fs_bokeh_dof_combine.bin
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examples/runtime/shaders/glsl/fs_bokeh_dof_debug.bin
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examples/runtime/shaders/glsl/fs_bokeh_dof_debug.bin
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examples/runtime/shaders/glsl/fs_bokeh_dof_downsample.bin
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examples/runtime/shaders/glsl/fs_bokeh_dof_downsample.bin
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examples/runtime/shaders/glsl/fs_bokeh_dof_second_pass.bin
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examples/runtime/shaders/glsl/fs_bokeh_dof_second_pass.bin
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examples/runtime/shaders/glsl/fs_bokeh_dof_single_pass.bin
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examples/runtime/shaders/glsl/fs_bokeh_dof_single_pass.bin
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examples/runtime/shaders/glsl/fs_bokeh_forward.bin
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examples/runtime/shaders/glsl/fs_bokeh_forward.bin
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examples/runtime/shaders/glsl/fs_bokeh_forward_grid.bin
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examples/runtime/shaders/glsl/fs_bokeh_forward_grid.bin
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examples/runtime/shaders/glsl/fs_bokeh_linear_depth.bin
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examples/runtime/shaders/glsl/fs_bokeh_linear_depth.bin
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examples/runtime/shaders/glsl/vs_bokeh_forward.bin
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examples/runtime/shaders/glsl/vs_bokeh_forward.bin
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examples/runtime/shaders/glsl/vs_bokeh_screenquad.bin
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examples/runtime/shaders/glsl/vs_bokeh_screenquad.bin
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examples/runtime/shaders/metal/fs_bokeh_copy.bin
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examples/runtime/shaders/metal/fs_bokeh_copy.bin
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examples/runtime/shaders/metal/fs_bokeh_dof_combine.bin
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examples/runtime/shaders/metal/fs_bokeh_dof_combine.bin
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examples/runtime/shaders/metal/fs_bokeh_dof_debug.bin
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examples/runtime/shaders/metal/fs_bokeh_dof_debug.bin
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examples/runtime/shaders/metal/fs_bokeh_dof_downsample.bin
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examples/runtime/shaders/metal/fs_bokeh_dof_downsample.bin
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examples/runtime/shaders/metal/fs_bokeh_dof_second_pass.bin
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examples/runtime/shaders/metal/fs_bokeh_dof_second_pass.bin
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examples/runtime/shaders/metal/fs_bokeh_dof_single_pass.bin
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examples/runtime/shaders/metal/fs_bokeh_dof_single_pass.bin
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examples/runtime/shaders/metal/fs_bokeh_forward.bin
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examples/runtime/shaders/metal/fs_bokeh_forward.bin
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examples/runtime/shaders/metal/fs_bokeh_forward_grid.bin
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examples/runtime/shaders/metal/fs_bokeh_forward_grid.bin
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examples/runtime/shaders/metal/fs_bokeh_linear_depth.bin
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examples/runtime/shaders/metal/fs_bokeh_linear_depth.bin
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examples/runtime/shaders/metal/vs_bokeh_forward.bin
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examples/runtime/shaders/metal/vs_bokeh_forward.bin
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examples/runtime/shaders/metal/vs_bokeh_screenquad.bin
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examples/runtime/shaders/metal/vs_bokeh_screenquad.bin
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examples/runtime/shaders/spirv/fs_bokeh_copy.bin
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examples/runtime/shaders/spirv/fs_bokeh_copy.bin
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examples/runtime/shaders/spirv/fs_bokeh_dof_combine.bin
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examples/runtime/shaders/spirv/fs_bokeh_dof_combine.bin
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examples/runtime/shaders/spirv/fs_bokeh_dof_debug.bin
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examples/runtime/shaders/spirv/fs_bokeh_dof_debug.bin
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examples/runtime/shaders/spirv/fs_bokeh_dof_downsample.bin
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examples/runtime/shaders/spirv/fs_bokeh_dof_downsample.bin
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examples/runtime/shaders/spirv/fs_bokeh_dof_second_pass.bin
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examples/runtime/shaders/spirv/fs_bokeh_dof_second_pass.bin
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examples/runtime/shaders/spirv/fs_bokeh_dof_single_pass.bin
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examples/runtime/shaders/spirv/fs_bokeh_dof_single_pass.bin
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examples/runtime/shaders/spirv/fs_bokeh_forward.bin
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examples/runtime/shaders/spirv/fs_bokeh_forward.bin
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examples/runtime/shaders/spirv/fs_bokeh_forward_grid.bin
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examples/runtime/shaders/spirv/fs_bokeh_forward_grid.bin
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examples/runtime/shaders/spirv/fs_bokeh_linear_depth.bin
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examples/runtime/shaders/spirv/fs_bokeh_linear_depth.bin
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examples/runtime/shaders/spirv/vs_bokeh_forward.bin
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examples/runtime/shaders/spirv/vs_bokeh_forward.bin
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examples/runtime/shaders/spirv/vs_bokeh_screenquad.bin
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examples/runtime/shaders/spirv/vs_bokeh_screenquad.bin
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@@ -583,6 +583,7 @@ or _OPTIONS["with-combined-examples"] then
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, "42-bunnylod"
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, "43-denoise"
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, "44-sss"
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, "45-bokeh"
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)
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-- 17-drawstress requires multithreading, does not compile for singlethreaded wasm
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