Vac
ssao_perf.fxssao_test.fxDepthOfField.fxgodrays.fxCelShader+EdgeAA.fxColorEffects.fxColorMood.fxobsharpen.fxQuickBlur.fxRAWZfix.fxtest1.fxtest2.fxtest3.fxtest4.fxAmbientDungeons.fx
ssao_perf.fxssao_test.fxDepthOfField.fxgodrays.fxCelShader+EdgeAA.fxColorEffects.fxColorMood.fxobsharpen.fxQuickBlur.fxRAWZfix.fxtest1.fxtest2.fxtest3.fxtest4.fxAmbientDungeons.fx
ssao_perf.fxDepthOfField.fxgodrays.fxCelShader+EdgeAA.fxColorEffects.fxColorMood.fxobsharpen.fx
ssao_perf.fxDepthOfField.fxgodrays.fxCelShader+EdgeAA.fxColorEffects.fxColorMood.fxobsharpen.fx
ssao_perf.fxDepthOfField.fxgodrays.fxCelShader+EdgeAA.fxColorEffects.fxColorMood.fxobsharpen.fx
//TWEAKABLE VARIABLES.extern bool DoDistanceBlur = true; //false; //If true, reduces DoF to a distance blurring effect, ie. things far away are blurred more than things close up.extern bool DoWeaponBlur = false; //true; //If false, anything really close to you, like your weapon, will not be blurred no matter where your focus is.extern float DoFAmount = 4; //7;//The maximum level of blur. A higher value will give you more blur.extern float FullFocusRange = 0.1; //If a point's depth is within +/- this value of the depth of the focus point, then it is not blurred.extern float NoFocusRange = 0.4; //If a point's depth is outwith +/- this value of the depth of the focus point, then it has the maximum level of blur applied to it.extern float DepthPower = 5001; //19; /*Controls the linearity of depth. Higher values will stretch it out more, so you can get the range spread further into the distance that you see in game.Suggested Values:Normal DoF: 19Distance Blur: 5001 HawkleyFox method: 0.05*/extern float2 FocusPoint = float2(0.5,0.5);/*The point on the screen which the shader uses as the focus during normal operation. Example values:General 1st person: (0.5,0.5)Blocking 1st person: (0.5,0.3) *///END OF TWEAKABLE VARIABLES.