Fixed numerous bugs.
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@@ -36,6 +36,7 @@ uniform sampler2D diffuseRect;
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uniform mat4 inv_proj;
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uniform float max_cof;
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uniform float res_scale;
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uniform vec2 kern_scale;
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VARYING vec2 vary_fragcoord;
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@@ -76,7 +77,7 @@ void main()
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{
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vec2 tc = vary_fragcoord.xy;
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vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy);
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vec4 diff = texture2D(diffuseRect, tc);
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{
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float w = 1.0;
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@@ -97,7 +98,7 @@ void main()
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float samp_x = sc*sin(ang);
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float samp_y = sc*cos(ang);
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// you could test sample coords against an interesting non-circular aperture shape here, if desired.
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dofSampleNear(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y));
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dofSampleNear(diff, w, sc, tc + vec2(samp_x,samp_y) * kern_scale);
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}
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sc -= 1.0;
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}
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@@ -114,7 +115,7 @@ void main()
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float samp_x = sc*sin(ang);
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float samp_y = sc*cos(ang);
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// you could test sample coords against an interesting non-circular aperture shape here, if desired.
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dofSample(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y));
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dofSample(diff, w, sc, tc + vec2(samp_x,samp_y) * kern_scale);
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}
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sc -= 1.0;
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}
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