// // Compute texture coordinates for depth of field // ; DoF Vertex Shader vs.1.1 /* v0 pos v7 tex coords t0 blurred texture t2 sharp texture t3 depth texture c1 (blur) half texel offset c2 (sharp) half texel offset */ def c0, 1.0f, 1.0f, 0.0f, 1.0f def c1, 0.0f, 0.0f, 0.0f, 1.0f mov oPos, v0 // Output pos = input pos //;mov oD0, c0 // Write diffuse: unecessary // Generate texture coordinates add oT0.xy, v9, c1 // Blur texture add oT2.xy, v9, c2 // Sharp texture add oT3.xy, v9, c2 // depth texture