MaterialDef Depth Of Field { MaterialParameters { Int NumSamples Int NumSamplesDepth Texture2D Texture Texture2D DepthTexture Float FocusRange; Float FocusDistance; Float XScale; Float YScale; Float BlurThreshold : 0.2; Boolean DebugUnfocus : false; } Technique { VertexShader GLSL150 GLSL100: Common/MatDefs/Post/Post.vert FragmentShader GLSL150 GLSL100: Common/MatDefs/Post/DepthOfField.frag WorldParameters { FrustumNearFar } Defines { RESOLVE_MS : NumSamples RESOLVE_DEPTH_MS : NumSamplesDepth BLUR_THRESHOLD : BlurThreshold DEBUG_UNFOCUS : DebugUnfocus } } }