2019-11-05 11:01:00 +00:00
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#define FLAG_HORIZONTAL (1 << 0)
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#define FLAG_USE_BLUR_SECTION (1 << 1)
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#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2)
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#define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
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#define FLAG_GLOW_FIRST_PASS (1 << 4)
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#define FLAG_FLIP_Y (1 << 5)
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2019-07-27 13:23:24 +00:00
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layout(push_constant, binding = 1, std430) uniform Blur {
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vec4 section;
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vec2 pixel_size;
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uint flags;
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uint pad;
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2019-11-05 11:01:00 +00:00
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// Glow.
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2019-07-27 13:23:24 +00:00
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float glow_strength;
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float glow_bloom;
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float glow_hdr_threshold;
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float glow_hdr_scale;
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float glow_exposure;
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float glow_white;
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float glow_luminance_cap;
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float glow_auto_exposure_grey;
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2019-11-05 11:01:00 +00:00
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// DOF.
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2019-07-27 13:23:24 +00:00
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float dof_begin;
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float dof_end;
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float dof_radius;
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float dof_pad;
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vec2 dof_dir;
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float camera_z_far;
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float camera_z_near;
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vec4 ssao_color;
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} blur;
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