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@@ -286,7 +286,7 @@ public:
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// Create program from shaders.
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m_gbufferProgram = loadProgram("vs_denoise_gbuffer", "fs_denoise_gbuffer"); // Fill gbuffer
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m_combineProgram = loadProgram("vs_denoise_screenquad", "fs_denoise_deferred_combine"); // Compute lighting from gbuffer
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- m_copyProgram = loadProgram("vs_denoise_screenquad", "fs_denoise_copy");
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+ m_copyProgram = loadProgram("vs_denoise_screenquad", "fs_denoise_copy");
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m_denoiseTemporalProgram = loadProgram("vs_denoise_screenquad", "fs_denoise_temporal");
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m_denoiseSpatialProgram3x3 = loadProgram("vs_denoise_screenquad", "fs_denoise_spatial_3x3");
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m_denoiseSpatialProgram5x5 = loadProgram("vs_denoise_screenquad", "fs_denoise_spatial_5x5");
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@@ -319,7 +319,7 @@ public:
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m_recreateFrameBuffers = false;
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createFramebuffers();
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-
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+
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// Vertex decl
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PosTexCoord0Vertex::init();
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@@ -519,7 +519,7 @@ public:
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lastTex = m_temporaryColor.m_texture;
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}
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-
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+
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// denoise spatial passes
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if (0 < m_denoisePasses)
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{
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@@ -532,7 +532,7 @@ public:
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m_temporaryColor.m_buffer,
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m_currentColor.m_buffer
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};
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-
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+
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uint32_t denoisePasses = bx::min(DENOISE_MAX_PASSES, m_denoisePasses);
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for (uint32_t i = 0; i < denoisePasses; ++i)
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{
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@@ -638,7 +638,7 @@ public:
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bgfx::submit(view, m_txaaProgram);
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++view;
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}
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-
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+
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// Copy txaa result to previous
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{
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bgfx::setViewName(view, "copy2previous");
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@@ -715,7 +715,7 @@ public:
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// update previous status
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m_havePrevious = true;
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- }
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+ }
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// Copy matrices for next time
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mat4Set(m_worldToViewPrev, m_view);
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@@ -1072,4 +1072,4 @@ public:
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} // namespace
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-ENTRY_IMPLEMENT_MAIN(ExampleDenoise, "xx-denoise", "Denoise.");
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+ENTRY_IMPLEMENT_MAIN(ExampleDenoise, "43-denoise", "Denoise.");
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