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Custom Dolphin Emulator
- Tomoya
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That download link downloads a custom made Dolphin emulator that provides depth information access. Proof is below...
You can find the official forum post of the custom Dolphin emulator here: forums.dolphin-emu.org/Thread-unofficial...lphin-custom-version
What I am requesting is to get MatsoDOF working. It would totally suite my texture pack. Here's what the issue is...
Can you please make MatsoDOF work with this custom Dolphin build? It would be soooooooooo awesome! You got depth access now

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- crosire
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- Tomoya
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- sajittarius
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www.dropbox.com/sh/7f78x2czhknfrmr/AAAn_...6034%29.x64.zip?dl=0
That download link downloads a custom made Dolphin emulator that provides depth information access. Proof is below...
wait, those pics in the spoiler you posted, showing depth... Are those with reshade running?
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- Tomoya
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- Tomoya
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- SpinelessJelly
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- SunBroDave
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GTFO
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- sajittarius
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You can tell by the bloom, color correction, etc.
I was just asking because i think Crosire was saying the game does not give depth info, but it looks like it does from your pics?
Maybe your settings are wrong in the DoF shader then.
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- sajittarius
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- crosire
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I was just asking because i think Crosire was saying the game does not give depth info, but it looks like it does from your pics?Those screens show Dolphins internal depth output. Doesn't mean ReShade grabs it.
Also, I just want to report Reshade 0.18.3 still does not accept hotkey input for Final Fantasy XIV, none of the v18.x versions do. Hopefully the 1.0 release does?The input system isn't going to be changed anymore, so this is a wontfix unfortunately.
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- Tomoya
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// Simple Depth of Field
[configuration]
[OptionRangeFloat]
GUIName = Blur Radius
OptionName = Blur
MinValue = 0.5
MaxValue = 2.0
DefaultValue = 1.0
StepAmount = 0.01
[OptionRangeFloat]
GUIName = Focus Position
OptionName = focus
MinValue = 0.0, 0.0
MaxValue = 1.0, 1.0
DefaultValue = 0.5, 0.5
StepAmount = 0.01, 0.01
[/configuration]
void main()
{
float focusDepth = SampleDepthLocation(GetOption(focus).xy);
float depth = SampleDepth();
depth = clamp(abs((depth - focusDepth) / depth), 0.0, 1.0);
float4 pixelColor = Sample();
float2 unit = GetInvResolution() * GetOption(Blur);
float2 coords = GetCoordinates();
float4 color1 = SampleLocation(coords + unit * float2(-1.50, -0.66));
float4 color2 = SampleLocation(coords + unit * float2(0.66, -1.50));
float4 color3 = SampleLocation(coords + unit * float2(1.50, 0.66));
float4 color4 = SampleLocation(coords + unit * float2(-0.66, 1.50));
float4 blurred = (color1 + color2 + color3 + color4 + pixelColor) / 5.0;
SetOutput(lerp(pixelColor, blurred, depth));
}
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- Tomoya
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