Closed zznewclear13 closed 3 years ago
Sure. That's nice too. They both work, but I think I like yours better. Want to create a pull request?
I'd love to! But there are some minor differences between those two codes, and the result is no better than the original one. So I think it may need more investigation.
By the way, I am trying to implement a similar depth of field effect in my project. I found Jorge Jimenez's presentation, but it lacks implementation details. Do you know where can I find some clearer references? Thanks!
In DoFPass1CS.hlsl, line 40 to 53:
https://github.com/microsoft/DirectX-Graphics-Samples/blob/145b4dd499e5593f733682067e19861cfc5dd395/MiniEngine/Core/Shaders/DoFPass1CS.hlsl#L40-L53
we first write to group shared memory, and do max/min comparison later. I just wonder does this really give us the correct max/min value?
In my opinion, we should have something like this: