Developed as a part of the Tiny Worlds Challenge project.
This implementation is based on David Lettier’s Depth Of Field, but it uses the depth buffer instead of vertex positions and provides a Gaussian blur, which is relatively faster than a box blur.
See it in action (The textures are large, it may take some time to load)
- Click left mouse button to focus
- Hold right mouse button to rotate
- 1 -2- 3 keys to change the mode (1- Depth-only, 2- Radial hybrid, 3- Circular region)
- Mouse wheel to zoom