Use linear filtering for final pass of high quality depth of field, no
need to get nearest point anymore.
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@@ -960,11 +960,11 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
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GPU_texture_bind(fx->dof_near_blur, numslots++);
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GPU_shader_uniform_texture(dof_shader_pass3, near_uniform, fx->dof_near_blur);
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GPU_texture_filter_mode(fx->dof_near_blur, false, false);
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GPU_texture_filter_mode(fx->dof_near_blur, false, true);
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GPU_texture_bind(fx->dof_far_blur, numslots++);
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GPU_shader_uniform_texture(dof_shader_pass3, far_uniform, fx->dof_far_blur);
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GPU_texture_filter_mode(fx->dof_far_blur, false, false);
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GPU_texture_filter_mode(fx->dof_far_blur, false, true);
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GPU_texture_bind(fx->depth_buffer, numslots++);
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GPU_texture_filter_mode(fx->depth_buffer, false, false);
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