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Posted

Im' afraid you can't do this at all. At least not with the current version of Framework.

The thing is, that the DOF shader is running after the skybox and everything else is rendered into a texture.

There is no way the shader can distinguish between the skybox/background and distant mountains/models.

 

I might be wrong, as i'm not using the latest framework...let's hope :lol:

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Posted

Earlier the fog effect did not affect the sky, and it could be changed with a simple commenting out of one line in the skybox shader. I think it works for all other effects also, although I don't see any point in it, because far DoF should affect the sky since it's just another object further away.

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Posted

Easy fixed .. just need this .. this .. and this. :lol:

  • Upvote 1

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Posted

Gamelib has also dynamic DoF (command: DynamicDoF()), so you can see sharply where you look at and everything closer and farther is blurred. No need for headtracking devices :blink:

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
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Posted
so you can see sharply where you look at

 

 

 

Shouldn't that be "so you can see sharply where the Camera's aim spot looks at " ..

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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