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lua/postprocess/super_dof.lua
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400
lua/postprocess/super_dof.lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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|
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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|
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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local PANEL = {}
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local Distance = 256
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local BlurSize = 0.5
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local Passes = 12
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local Steps = 24
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local Shape = 0.5
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local SuperDOFWindow = nil
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local Status = "Preview"
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local FocusGrabber = false
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function PANEL:Init()
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self:SetTitle( "#superdof_pp.title" )
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self:SetRenderInScreenshots( false )
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local Panel = vgui.Create( "DPanel", self )
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local lbl = Label( "#superdof_pp.settings", Panel )
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lbl:SetContentAlignment( 8 )
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lbl:Dock( TOP )
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lbl:SetDark( true )
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self.BlurSize = vgui.Create( "DNumSlider", Panel )
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self.BlurSize:SetMin( 0 )
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self.BlurSize:SetMax( 10 )
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self.BlurSize:SetDecimals( 3 )
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self.BlurSize:SetText( "#superdof_pp.size" )
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self.BlurSize:SetValue( BlurSize )
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self.BlurSize:SetDefaultValue( 0.5 )
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function self.BlurSize:OnValueChanged( val ) BlurSize = val end
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self.BlurSize:Dock( TOP )
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self.BlurSize:DockMargin( 0, 0, 0, 16 )
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self.BlurSize:SetDark( true )
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self.Distance = vgui.Create( "DNumSlider", Panel )
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self.Distance:SetMin( 0 )
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self.Distance:SetMax( 4096 )
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self.Distance:SetText( "#superdof_pp.distance" )
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self.Distance:SetValue( Distance )
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self.Distance:SetDefaultValue( 256 )
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function self.Distance:OnValueChanged( val ) Distance = val end
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self.Distance:Dock( TOP )
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self.Distance:SetDark( true )
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self.Distance:SetTooltip( "#superdof_pp.distance.tooltip" )
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Panel:SetPos( 10, 30 )
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Panel:SetSize( 300, 90 )
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Panel:DockPadding( 8, 8, 8, 8 )
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Panel:DockMargin( 0, 0, 4, 0 )
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Panel:Dock( FILL )
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local Panel = vgui.Create( "DPanel", self )
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local lbl = Label( "#superdof_pp.adv", Panel )
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lbl:SetContentAlignment( 8 )
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lbl:Dock( TOP )
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lbl:SetDark( true )
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local PassesCtrl = vgui.Create( "DNumSlider", Panel )
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PassesCtrl:SetMin( 1 )
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PassesCtrl:SetMax( 64 )
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PassesCtrl:SetDecimals( 0 )
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PassesCtrl:SetText( "#superdof_pp.passes" )
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PassesCtrl:SetValue( Passes )
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PassesCtrl:SetDefaultValue( 12 )
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function PassesCtrl:OnValueChanged( val ) Passes = val end
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PassesCtrl:Dock( TOP )
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PassesCtrl:DockMargin( 0, 0, 0, 4 )
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PassesCtrl:SetDark( true )
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local RadialsCtrl = vgui.Create( "DNumSlider", Panel )
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RadialsCtrl:SetMin( 1 )
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RadialsCtrl:SetMax( 64 )
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RadialsCtrl:SetDecimals( 0 )
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RadialsCtrl:SetText( "#superdof_pp.radials" )
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RadialsCtrl:SetValue( Steps )
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RadialsCtrl:SetDefaultValue( 24 )
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function RadialsCtrl:OnValueChanged( val ) Steps = val end
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RadialsCtrl:Dock( TOP )
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RadialsCtrl:DockMargin( 0, 0, 0, 4 )
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RadialsCtrl:SetDark( true )
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local ShapeCtrl = vgui.Create( "DNumSlider", Panel )
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ShapeCtrl:SetMin( 0 )
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ShapeCtrl:SetMax( 1 )
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ShapeCtrl:SetDecimals( 3 )
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ShapeCtrl:SetText( "#superdof_pp.shape" )
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ShapeCtrl:SetValue( Shape )
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ShapeCtrl:SetDefaultValue( 0.5 )
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function ShapeCtrl:OnValueChanged( val ) Shape = val end
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ShapeCtrl:Dock( TOP )
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ShapeCtrl:DockMargin( 0, 0, 0, 4 )
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ShapeCtrl:SetDark( true )
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Panel:SetPos( 10, 30 )
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Panel:SetSize( 150, 100 )
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Panel:DockPadding( 8, 8, 8, 8 )
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Panel:Dock( RIGHT )
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local Panel = vgui.Create( "DPanel", self )
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self.Render = vgui.Create( "DButton", Panel )
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self.Render:SetText( "#superdof_pp.render" )
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function self.Render:DoClick() Status = "Render" end
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self.Render:Dock( RIGHT ) self.Render:SetSize( 70, 20 )
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self.Screenshot = vgui.Create( "DButton", Panel )
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self.Screenshot:SetText( "#superdof_pp.screenshot" )
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function self.Screenshot:DoClick() RunConsoleCommand( "jpeg" ) end
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self.Screenshot:Dock( RIGHT )
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self.Screenshot:SetSize( 120, 20 )
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self.Screenshot:DockMargin( 0, 0, 8, 0 )
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local Break = vgui.Create( "DButton", Panel )
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Break:SetText( "5" )
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local THIS = self
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function Break:DoClick()
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THIS:SetVisible( false )
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timer.Simple( 5, function()
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if IsValid( THIS ) then
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THIS:SetVisible( true )
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end
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end )
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end
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Break:Dock( LEFT )
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Break:SetSize( 20, 20 )
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Break:SetTooltip( "#superdof_pp.5hint" )
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Panel:Dock( BOTTOM )
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Panel:DockPadding( 4, 4, 4, 4 )
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Panel:DockMargin( 0, 4, 0, 0 )
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Panel:SetTall( 28 )
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Panel:MoveToBack()
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self:SetSize( 600, 220 )
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end
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function PANEL:ChangeDistanceTo( dist )
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self.Distance:SetValue( dist )
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end
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function PANEL:PositionMyself()
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self:AlignBottom( 50 )
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self:CenterHorizontal()
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end
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function PANEL:OnScreenSizeChanged( what, ever )
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self:PositionMyself()
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end
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local paneltypeSuperDOF = vgui.RegisterTable( PANEL, "DFrame" )
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local texFSB = render.GetSuperFPTex()
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local matFSB = Material( "pp/motionblur" )
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local matFB = Material( "pp/fb" )
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surface.CreateFont( "SuperDofText",
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{
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font = "Helvetica",
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size = 20,
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weight = 700
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})
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function RenderDoF( vOrigin, vAngle, vFocus, fAngleSize, radial_steps, passes, bSpin, inView, ViewFOV )
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local OldRT = render.GetRenderTarget()
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local view = { x = 0, y = 0, w = ScrW(), h = ScrH() }
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local fDistance = vOrigin:Distance( vFocus )
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fAngleSize = fAngleSize * math.Clamp( 256 / fDistance, 0.1, 1 ) * 0.5
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local view = inView
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if ( !view ) then
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view = {
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x = 0,
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y = 0,
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w = ScrW(),
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h = ScrH(),
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dopostprocess = true,
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origin = vOrigin,
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angles = vAngle,
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fov = ViewFOV
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}
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end
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-- Straight render (to act as a canvas)
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render.RenderView( view )
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render.UpdateScreenEffectTexture()
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render.SetRenderTarget( texFSB )
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render.Clear( 0, 0, 0, 255, true, true )
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matFB:SetFloat( "$alpha", 1 )
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render.SetMaterial( matFB )
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render.DrawScreenQuad()
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local Radials = ( math.pi * 2 ) / radial_steps
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for mul = 1 / passes, 1, 1 / passes do
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for i = 0, math.pi * 2, Radials do
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local VA = vAngle * 1 -- hack - this makes it copy the angles instead of the reference
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local VRot = vAngle * 1
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-- Rotate around the focus point
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VA:RotateAroundAxis( VRot:Right(), math.sin( i + mul ) * fAngleSize * mul * Shape * 2 )
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VA:RotateAroundAxis( VRot:Up(), math.cos( i + mul ) * fAngleSize * mul * ( 1 - Shape ) * 2 )
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view.origin = vFocus - VA:Forward() * fDistance
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view.angles = VA
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-- Render to the front buffer
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render.SetRenderTarget( OldRT )
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render.Clear( 0, 0, 0, 255, true, true )
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render.RenderView( view )
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render.UpdateScreenEffectTexture()
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-- Copy it to our floating point buffer at a reduced alpha
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render.SetRenderTarget( texFSB )
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local alpha = ( Radials / ( math.pi * 2 ) ) -- Divide alpha by number of radials
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alpha = alpha * ( 1 - mul ) -- Reduce alpha the further away from center we are
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matFB:SetFloat( "$alpha", alpha )
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render.SetMaterial( matFB )
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render.DrawScreenQuad()
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-- We have to SPIN here to stop the Source engine running out of render queue space.
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if ( bSpin ) then
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-- Restore RT
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render.SetRenderTarget( OldRT )
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-- Render our result buffer to the screen
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matFSB:SetFloat( "$alpha", 1 )
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matFSB:SetTexture( "$basetexture", texFSB )
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render.SetMaterial( matFSB )
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render.DrawScreenQuad()
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cam.Start2D()
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local add = ( i / ( math.pi * 2 ) ) * ( 1 / passes )
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local percent = string.format( "%.1f", ( mul - ( 1 / passes ) + add ) * 100 )
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draw.DrawText( percent .. "%", "SuperDofText", view.w - 100, view.h - 100, color_black, TEXT_ALIGN_CENTER )
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draw.DrawText( percent .. "%", "SuperDofText", view.w - 101, view.h - 101, color_white, TEXT_ALIGN_CENTER )
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cam.End2D()
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render.Spin()
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end
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end
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end
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-- Restore RT
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render.SetRenderTarget( OldRT )
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render.Clear( 0, 255, 0, 255, true, true )
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-- Render our result buffer to the screen
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matFSB:SetFloat( "$alpha", 1 )
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matFSB:SetTexture( "$basetexture", texFSB )
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render.SetMaterial( matFSB )
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render.DrawScreenQuad()
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end
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function RenderSuperDoF( ViewOrigin, ViewAngles, ViewFOV )
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if ( FocusGrabber ) then
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local x, y = input.GetCursorPos()
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local dir = util.AimVector( ViewAngles, ViewFOV, x, y, ScrW(), ScrH() )
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local tr = util.TraceLine( util.GetPlayerTrace( LocalPlayer(), dir ) )
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Distance = tr.HitPos:Distance( ViewOrigin )
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Status = "Preview"
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-- debugoverlay.Cross( tr.HitPos, 10 )
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SuperDOFWindow:ChangeDistanceTo( Distance )
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local effectdata = EffectData()
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effectdata:SetOrigin( tr.HitPos )
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effectdata:SetNormal( tr.HitNormal )
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effectdata:SetMagnitude( 1 )
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effectdata:SetScale( 1 )
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effectdata:SetRadius( 16 )
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util.Effect( "Sparks", effectdata )
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end
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local FocusPoint = ViewOrigin + ViewAngles:Forward() * Distance
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if ( Status == "Preview" ) then
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-- A low quality, pretty quickly drawn rough outline
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RenderDoF( ViewOrigin, ViewAngles, FocusPoint, BlurSize, 2, 2, false, nil, ViewFOV )
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elseif ( Status == "Render" ) then
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-- A great quality render..
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RenderDoF( ViewOrigin, ViewAngles, FocusPoint, BlurSize, Steps, Passes, true, nil, ViewFOV )
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Status = "ViewShot"
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elseif ( Status == "ViewShot" ) then
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matFSB:SetFloat( "$alpha", 1 )
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matFSB:SetTexture( "$basetexture", texFSB )
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render.SetMaterial( matFSB )
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render.DrawScreenQuad()
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end
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end
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hook.Add( "RenderScene", "RenderSuperDoF", function( ViewOrigin, ViewAngles, ViewFOV )
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if ( !IsValid( SuperDOFWindow ) ) then return end
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-- Don't render it when the console is up
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if ( FrameTime() == 0 ) then return end
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RenderSuperDoF( ViewOrigin, ViewAngles, ViewFOV )
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return true
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end )
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concommand.Add( "pp_superdof", function()
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Status = "Preview"
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if ( IsValid( SuperDOFWindow ) ) then
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SuperDOFWindow:Remove()
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end
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SuperDOFWindow = vgui.CreateFromTable( paneltypeSuperDOF )
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SuperDOFWindow:InvalidateLayout( true )
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SuperDOFWindow:MakePopup()
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SuperDOFWindow:PositionMyself()
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end )
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hook.Add( "GUIMousePressed", "SuperDOFMouseDown", function( mouse )
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if ( !IsValid( SuperDOFWindow ) ) then return end
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vgui.GetWorldPanel():MouseCapture( true )
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FocusGrabber = true
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end )
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hook.Add( "GUIMouseReleased", "SuperDOFMouseUp", function( mouse )
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if ( !IsValid( SuperDOFWindow ) ) then return end
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vgui.GetWorldPanel():MouseCapture( false )
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FocusGrabber = false
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end )
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list.Set( "PostProcess", "#superdof_pp", {
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icon = "gui/postprocess/superdof.png",
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category = "#effects_pp",
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onclick = function() RunConsoleCommand( "pp_superdof" ) end
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} )
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--
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-- We don't want people using weapons when they click on the screen
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--
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hook.Add( "PreventScreenClicks", "SuperDOFPreventClicks", function()
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if ( IsValid( SuperDOFWindow ) ) then return true end
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end )
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Reference in New Issue
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