local blur_mat = Material( "pp/bokehblur" ) local pp_bokeh = CreateClientConVar( "pp_bokeh", "0", false, false ) local pp_bokeh_blur = CreateClientConVar( "pp_bokeh_blur", "5", true, false ) local pp_bokeh_distance = CreateClientConVar( "pp_bokeh_distance", "0.1", true, false ) local pp_bokeh_focus = CreateClientConVar( "pp_bokeh_focus", "1.0", true, false ) local function DrawBokehDOF() render.UpdateScreenEffectTexture() blur_mat:SetTexture( "$BASETEXTURE", render.GetScreenEffectTexture() ) blur_mat:SetTexture( "$DEPTHTEXTURE", render.GetResolvedFullFrameDepth() ) blur_mat:SetFloat( "$size", pp_bokeh_blur:GetFloat() ) blur_mat:SetFloat( "$focus", pp_bokeh_distance:GetFloat() ) blur_mat:SetFloat( "$focusradius", pp_bokeh_focus:GetFloat() ) render.SetMaterial( blur_mat ) render.DrawScreenQuad() end local function OnChange( name, oldvalue, newvalue ) if ( !GAMEMODE:PostProcessPermitted( "bokeh" ) ) then return end if ( newvalue != "0" ) then DOFModeHack( true ) else DOFModeHack( false ) end end cvars.AddChangeCallback( "pp_bokeh", OnChange ) hook.Add( "RenderScreenspaceEffects", "RenderBokeh", function() if ( !pp_bokeh:GetBool() ) then return end if ( !GAMEMODE:PostProcessPermitted( "bokeh" ) ) then return end DrawBokehDOF() end ) hook.Add( "NeedsDepthPass", "NeedsDepthPass_Bokeh", function() if ( pp_bokeh:GetBool() ) then return true end end )