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Fix DoF artifacting at high blur amounts
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@@ -221,12 +221,9 @@ void main() {
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vec4 sample_color = texture(source_color, uv_adj);
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sample_color.a = texture(source_weight, uv_adj).r;
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float limit;
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if (sample_color.a < color.a) {
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limit = abs(sample_color.a);
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} else {
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limit = abs(color.a);
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float limit = abs(sample_color.a);
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if (sample_color.a > color.a) {
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limit = clamp(limit, 0.0, abs(color.a) * 2.0);
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}
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limit -= DEPTH_GAP;
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