#define FLAG_HORIZONTAL (1<<0) #define FLAG_USE_BLUR_SECTION (1<<1) #define FLAG_USE_ORTHOGONAL_PROJECTION (1<<2) #define FLAG_DOF_NEAR_FIRST_TAP (1<<3) #define FLAG_GLOW_FIRST_PASS (1<<4) #define FLAG_FLIP_Y (1<<5) layout(push_constant, binding = 1, std430) uniform Blur { vec4 section; vec2 pixel_size; uint flags; uint pad; //glow float glow_strength; float glow_bloom; float glow_hdr_threshold; float glow_hdr_scale; float glow_exposure; float glow_white; float glow_luminance_cap; float glow_auto_exposure_grey; //dof float dof_begin; float dof_end; float dof_radius; float dof_pad; vec2 dof_dir; float camera_z_far; float camera_z_near; vec4 ssao_color; } blur;