{"id":18299266,"url":"https://github.com/bauxitedev/godot-particle-dof","last_synced_at":"2025-06-30T08:37:03.266Z","repository":{"id":102016184,"uuid":"130189909","full_name":"Bauxitedev/godot-particle-dof","owner":"Bauxitedev","description":"Bokeh-esque particle depth of field in Godot 3.0","archived":false,"fork":false,"pushed_at":"2018-04-25T16:44:16.000Z","size":109,"stargazers_count":90,"open_issues_count":0,"forks_count":8,"subscribers_count":8,"default_branch":"master","last_synced_at":"2025-04-05T13:40:37.259Z","etag":null,"topics":["bokeh","godot-engine","graphics-programming","shader"],"latest_commit_sha":null,"homepage":null,"language":"GLSL","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"mit","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/Bauxitedev.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":"LICENSE","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null}},"created_at":"2018-04-19T09:14:15.000Z","updated_at":"2025-04-03T17:38:23.000Z","dependencies_parsed_at":null,"dependency_job_id":"4256209c-78aa-47e2-b0ba-a2d6d21c8b34","html_url":"https://github.com/Bauxitedev/godot-particle-dof","commit_stats":null,"previous_names":[],"tags_count":1,"template":false,"template_full_name":null,"purl":"pkg:github/Bauxitedev/godot-particle-dof","repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Bauxitedev%2Fgodot-particle-dof","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Bauxitedev%2Fgodot-particle-dof/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Bauxitedev%2Fgodot-particle-dof/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Bauxitedev%2Fgodot-particle-dof/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/Bauxitedev","download_url":"https://codeload.github.com/Bauxitedev/godot-particle-dof/tar.gz/refs/heads/master","sbom_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Bauxitedev%2Fgodot-particle-dof/sbom","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":262739986,"owners_count":23356815,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["bokeh","godot-engine","graphics-programming","shader"],"created_at":"2024-11-05T15:08:31.020Z","updated_at":"2025-06-30T08:37:03.260Z","avatar_url":"https://github.com/Bauxitedev.png","language":"GLSL","funding_links":[],"categories":[],"sub_categories":[],"readme":"# Godot Particle DoF\n\nThis is a shader for particles to create a bokeh-esque depth of field effect. It works by essentially \"precomputing\" the various amounts of blur, instead of blurring in real time. Since the particles are radial, we can store only a single row of pixels per blur level, and the shader will distort the UV coordinates to turn it into a circle. This gives us a very compact 512x1024 texture that stores 1024 different blur levels, which can be smoothly interpolated.\n\nThis has the following advantages:\n\n- Really really fast blur. The GPU only has to look up the texture in a lookup table. No nested for loops with expensive convolution here. Only issue here is that there's a fairly large amount of overdraw.\n- Allows extremely large blur sizes (e.g. can blur a particle so much that it covers the entire screen without lagging).\n- No artifacts because of low sample count, looks very close to the \"ground truth\".\n\nBut has some disadvantages as well:\n\n- Only works for radial particles, that is, disks and toruses and such, facing towards the camera.\n- All particles must have the same size, or the effect breaks down.\n\nIt looks like this:\n\n![Bokeh](example/img.png)\n\n[Here's a video of it in action.](https://www.youtube.com/watch?v=7FDlCm7AiLw)\n\nLicense\n----\n\nMIT\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fbauxitedev%2Fgodot-particle-dof","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fbauxitedev%2Fgodot-particle-dof","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fbauxitedev%2Fgodot-particle-dof/lists"}