initial commit, 4.5 stable
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layout(push_constant, std430) uniform Params {
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ivec2 size;
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float z_far;
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float z_near;
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bool orthogonal;
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float blur_size;
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float blur_scale;
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int blur_steps;
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bool blur_near_active;
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float blur_near_begin;
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float blur_near_end;
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bool blur_far_active;
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float blur_far_begin;
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float blur_far_end;
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bool second_pass;
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bool half_size;
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bool use_jitter;
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float jitter_seed;
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bool use_physical_near;
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bool use_physical_far;
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float blur_size_near;
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float blur_size_far;
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uint pad[2];
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}
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params;
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//used to work around downsampling filter
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#define DEPTH_GAP 0.0
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const float GOLDEN_ANGLE = 2.39996323;
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//note: uniform pdf rand [0;1[
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float hash12n(vec2 p) {
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p = fract(p * vec2(5.3987, 5.4421));
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p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
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return fract(p.x * p.y * 95.4307);
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}
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