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Implemented raster versions of bokeh shaders to replace broken gaussian implementation
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@@ -483,6 +483,15 @@ private:
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Blur blur[2]; //the second one starts from the first mipmap
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struct WeightBuffers {
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RID weight;
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RID fb; // FB with both texture and weight
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};
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// 2 full size, 2 half size
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WeightBuffers weight_buffers[4]; // Only used in raster
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RID base_weight_fb; // base buffer for weight
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struct Luminance {
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Vector<RID> reduce;
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RID current;
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