Original Post
For my first post on this forum I would like to share with you my last experiments on the topic of Depth of Field. I've always been fascinated by this post-processing effect and, since some days, I'm studying a freely available paper from ShaderX2 (Real-Time Depth of Field Simulation) in order to implement it. The source of the demo is not yet freely available because I'm still tuning some parts, but you can already see it in action in this HD video: GLSL_DoF_HD. [wink]