File: PostProcessManager_DepthOfField.scn

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sofa-framework 1.0~beta4-9
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<Node name="root" dt="0.02" showBehaviorModels="0" showCollisionModels="0" showMappings="0" showForceFields="0" >
	<!-- <Object type="Simulation" name="Simulation" /> -->
	<CollisionPipeline verbose="0" name="CollisionPipeline"/>
	<BruteForceDetection name="N2" />
	<CollisionResponse response="default" name="collision response"/>
	<!--<Object type="CollisionGroup" />-->
	<Node name="Liver" depend="topo dofs">
		<!--<Object type="CGImplicit" iterations="25"/>-->
		<EulerImplicit name="cg_odesolver" printLog="false"/>
		<CGLinearSolver iterations="25" name="linear solver" tolerance="1.0e-9" threshold="1.0e-9" />
        	<MeshLoader name="meshLoader" filename="mesh/liver.msh"/>
		<MechanicalObject name="dofs" />
		<!-- Container for the tetrahedra-->
		<TetrahedronSetTopologyContainer name="topo"/>
		<!-- Algorithms: used in DiagonalMass to compute the mass -->
		<TetrahedronSetGeometryAlgorithms name="GeomAlgo"  />
		<DiagonalMass massDensity="1" name="computed using mass density"/>
		<TetrahedralCorotationalFEMForceField name="FEM" youngModulus="500" poissonRatio="0.3" computeGlobalMatrix="false" method="large"/> 
                <FixedConstraint name="FixedConstraint" indices="3 39 64" />

		<Node name="Visu">
		<!-- Using material contained in liver-smooth.obj -->
			<OglModel name="VisualModel" fileMesh="mesh/liver-smooth.obj"  />
			<BarycentricMapping object1="../.." object2="VisualModel" name="visual mapping"/>
		</Node>
		<Node name="Surf">
			<Sphere name="CollisionModel" filename="mesh/liver.sph" />
			<MechanicalObject/>
			<BarycentricMapping name="sphere mapping"/>
		</Node>
	
	
	</Node>
	
	<Object type="OglModel" name="VisualModel" filename="mesh/dragon.obj" color="green" dz="-25.0" scale="0.3 0.3 0.3" />
 	<Object type="OglModel" name="FloorV" filename="mesh/floor.obj" color="0.5 0.5 0.5" dy="-2.5" />
	
	<!--<Object type="LightManager" listening="true"/>
	<Object type="SpotLight" position="0 30 0.0001" direction="0 -1 0" />
	<Object type="SpotLight" position="0 5 15" direction="0 0 -1" />
	<Object type="OglShadowShader"/>-->
	
	<Object type="OglShader" name="dof" passive="true" vertFilename="shaders/depthOfField.vert" fragFilename="shaders/depthOfField.frag"/>
	<Object type="OglFloatVariable" id="blurIntensity" value="0.2" />
	<Object type="OglFloatVariable" id="focusDistance" value="0.9" />
	<Object type="OglFloatVariable" id="focusLength" value="0.05" />
	<Object type="OglIntVariable" id="showDepthMap" value="0" />
	<Object type="PostProcessManager" zFar="1000"/>

	
	
</Node>