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- layout(push_constant, std430) uniform Params {
- ivec2 size;
- float z_far;
- float z_near;
- bool orthogonal;
- float blur_size;
- float blur_scale;
- int blur_steps;
- bool blur_near_active;
- float blur_near_begin;
- float blur_near_end;
- bool blur_far_active;
- float blur_far_begin;
- float blur_far_end;
- bool second_pass;
- bool half_size;
- bool use_jitter;
- float jitter_seed;
- bool use_physical_near;
- bool use_physical_far;
- float blur_size_near;
- float blur_size_far;
- uint pad[2];
- }
- params;
- //used to work around downsampling filter
- #define DEPTH_GAP 0.0
- const float GOLDEN_ANGLE = 2.39996323;
- //note: uniform pdf rand [0;1[
- float hash12n(vec2 p) {
- p = fract(p * vec2(5.3987, 5.4421));
- p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
- return fract(p.x * p.y * 95.4307);
- }
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