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Update README.md
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README.md

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@@ -250,8 +250,9 @@ Methods on `BlurRenderer`:
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- Control the intensity of the blur, between 0 and 1: the lower the intensity, the farther objects have to be from the focal point to be blurred
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- Defaults to 0.05
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- `BlurRenderer.prototype.setDof(dof: number)`
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- Control the depth of field along the z-axis, unsigned number start from 0: the lower the dof, the smaller clear depth range without blur, and the blur amount will start to be gained while the depth is outside the clear range.
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- The focal target is located in the centre of the clear range. So assume the focal target's depth value is `z`, then the clear range becomes from `z - dof / 2` to `z + dof / 2`.
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- Control the depth of field (dof), which is the distance away from the focal point that is also in focus, from 0 up
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- The lower the dof, the smaller range will be that has no blur. Blur amount will start to accumulate when objects are outside of the dof range
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- The focal target (set by `focusHere`) is located in the centre of the clear range. So assume the focal target's depth value is `z`, then the clear range becomes from `z - dof / 2` to `z + dof / 2`.
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- Defaults to 0
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- `BlurRenderer.prototype.setSamples(numSamples: number)`
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- Control how many random samples to use in the blur shader. More samples will look smoother but is more computationally intensive.

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