657 lines
20 KiB
C++
657 lines
20 KiB
C++
/*************************************************************************/
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/* rasterizer_effects_rd.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RASTERIZER_EFFECTS_RD_H
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#define RASTERIZER_EFFECTS_RD_H
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#include "core/math/camera_matrix.h"
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#include "servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
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#include "servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/copy.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/cubemap_filter.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/resolve.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/roughness_limiter.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/specular_merge.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/ssao.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/tonemap.glsl.gen.h"
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#include "servers/rendering_server.h"
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class RasterizerEffectsRD {
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enum CopyMode {
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COPY_MODE_GAUSSIAN_COPY,
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COPY_MODE_GAUSSIAN_COPY_8BIT,
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COPY_MODE_GAUSSIAN_GLOW,
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COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
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COPY_MODE_SIMPLY_COPY,
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COPY_MODE_SIMPLY_COPY_8BIT,
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COPY_MODE_SIMPLY_COPY_DEPTH,
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COPY_MODE_MIPMAP,
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COPY_MODE_LINEARIZE_DEPTH,
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COPY_MODE_CUBE_TO_PANORAMA,
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COPY_MODE_CUBE_ARRAY_TO_PANORAMA,
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COPY_MODE_MAX,
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};
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enum {
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COPY_FLAG_HORIZONTAL = (1 << 0),
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COPY_FLAG_USE_COPY_SECTION = (1 << 1),
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COPY_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2),
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COPY_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3),
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COPY_FLAG_GLOW_FIRST_PASS = (1 << 4),
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COPY_FLAG_FLIP_Y = (1 << 5),
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COPY_FLAG_FORCE_LUMINANCE = (1 << 6),
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COPY_FLAG_ALL_SOURCE = (1 << 7)
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};
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struct CopyPushConstant {
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int32_t section[4];
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int32_t target[2];
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uint32_t flags;
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uint32_t pad;
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// Glow.
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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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// DOF.
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float camera_z_far;
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float camera_z_near;
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uint32_t pad2[2];
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};
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struct Copy {
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CopyPushConstant push_constant;
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CopyShaderRD shader;
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RID shader_version;
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RID pipelines[COPY_MODE_MAX];
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} copy;
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enum CopyToFBMode {
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COPY_TO_FB_COPY,
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COPY_TO_FB_COPY_PANORAMA_TO_DP,
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COPY_TO_FB_COPY2,
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COPY_TO_FB_MAX,
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};
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struct CopyToFbPushConstant {
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float section[4];
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float pixel_size[2];
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uint32_t flip_y;
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uint32_t use_section;
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uint32_t force_luminance;
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uint32_t alpha_to_zero;
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uint32_t srgb;
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uint32_t pad;
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};
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struct CopyToFb {
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CopyToFbPushConstant push_constant;
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CopyToFbShaderRD shader;
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RID shader_version;
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RenderPipelineVertexFormatCacheRD pipelines[COPY_TO_FB_MAX];
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} copy_to_fb;
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struct CubemapRoughnessPushConstant {
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uint32_t face_id;
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uint32_t sample_count;
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float roughness;
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uint32_t use_direct_write;
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float face_size;
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float pad[3];
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};
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struct CubemapRoughness {
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CubemapRoughnessPushConstant push_constant;
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CubemapRoughnessShaderRD shader;
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RID shader_version;
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RID pipeline;
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} roughness;
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enum TonemapMode {
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TONEMAP_MODE_NORMAL,
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TONEMAP_MODE_BICUBIC_GLOW_FILTER,
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TONEMAP_MODE_MAX
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};
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struct TonemapPushConstant {
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float bcs[3];
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uint32_t use_bcs;
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uint32_t use_glow;
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uint32_t use_auto_exposure;
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uint32_t use_color_correction;
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uint32_t tonemapper;
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uint32_t glow_texture_size[2];
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float glow_intensity;
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uint32_t glow_level_flags;
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uint32_t glow_mode;
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float exposure;
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float white;
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float auto_exposure_grey;
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float pixel_size[2];
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uint32_t use_fxaa;
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uint32_t pad;
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};
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/* tonemap actually writes to a framebuffer, which is
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* better to do using the raster pipeline rather than
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* comptute, as that framebuffer might be in different formats
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*/
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struct Tonemap {
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TonemapPushConstant push_constant;
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TonemapShaderRD shader;
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RID shader_version;
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RenderPipelineVertexFormatCacheRD pipelines[TONEMAP_MODE_MAX];
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} tonemap;
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enum LuminanceReduceMode {
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LUMINANCE_REDUCE_READ,
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LUMINANCE_REDUCE,
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LUMINANCE_REDUCE_WRITE,
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LUMINANCE_REDUCE_MAX
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};
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struct LuminanceReducePushConstant {
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int32_t source_size[2];
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float max_luminance;
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float min_luminance;
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float exposure_adjust;
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float pad[3];
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};
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struct LuminanceReduce {
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LuminanceReducePushConstant push_constant;
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LuminanceReduceShaderRD shader;
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RID shader_version;
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RID pipelines[LUMINANCE_REDUCE_MAX];
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} luminance_reduce;
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struct CopyToDPPushConstant {
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int32_t screen_size[2];
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int32_t dest_offset[2];
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float bias;
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float z_far;
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float z_near;
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uint32_t z_flip;
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};
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struct CoptToDP {
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CubeToDpShaderRD shader;
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RID shader_version;
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RID pipeline;
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} cube_to_dp;
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struct BokehPushConstant {
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uint32_t size[2];
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float z_far;
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float z_near;
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uint32_t orthogonal;
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float blur_size;
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float blur_scale;
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uint32_t steps;
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uint32_t blur_near_active;
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float blur_near_begin;
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float blur_near_end;
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uint32_t blur_far_active;
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float blur_far_begin;
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float blur_far_end;
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uint32_t second_pass;
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uint32_t half_size;
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uint32_t use_jitter;
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float jitter_seed;
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uint32_t pad[2];
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};
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enum BokehMode {
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BOKEH_GEN_BLUR_SIZE,
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BOKEH_GEN_BOKEH_BOX,
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BOKEH_GEN_BOKEH_HEXAGONAL,
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BOKEH_GEN_BOKEH_CIRCULAR,
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BOKEH_COMPOSITE,
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BOKEH_MAX
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};
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struct Bokeh {
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BokehPushConstant push_constant;
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BokehDofShaderRD shader;
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RID shader_version;
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RID pipelines[BOKEH_MAX];
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} bokeh;
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enum SSAOMode {
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SSAO_MINIFY_FIRST,
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SSAO_MINIFY_MIPMAP,
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SSAO_GATHER_LOW,
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SSAO_GATHER_MEDIUM,
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SSAO_GATHER_HIGH,
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SSAO_GATHER_ULTRA,
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SSAO_GATHER_LOW_HALF,
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SSAO_GATHER_MEDIUM_HALF,
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SSAO_GATHER_HIGH_HALF,
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SSAO_GATHER_ULTRA_HALF,
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SSAO_BLUR_PASS,
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SSAO_BLUR_PASS_HALF,
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SSAO_BLUR_UPSCALE,
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SSAO_MAX
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};
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struct SSAOMinifyPushConstant {
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float pixel_size[2];
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float z_far;
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float z_near;
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int32_t source_size[2];
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uint32_t orthogonal;
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uint32_t pad;
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};
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struct SSAOGatherPushConstant {
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int32_t screen_size[2];
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float z_far;
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float z_near;
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uint32_t orthogonal;
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float intensity_div_r6;
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float radius;
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float bias;
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float proj_info[4];
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float pixel_size[2];
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float proj_scale;
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uint32_t pad;
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};
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struct SSAOBlurPushConstant {
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float edge_sharpness;
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int32_t filter_scale;
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float z_far;
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float z_near;
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uint32_t orthogonal;
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uint32_t pad[3];
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int32_t axis[2];
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int32_t screen_size[2];
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};
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struct SSAO {
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SSAOMinifyPushConstant minify_push_constant;
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SsaoMinifyShaderRD minify_shader;
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RID minify_shader_version;
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SSAOGatherPushConstant gather_push_constant;
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SsaoShaderRD gather_shader;
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RID gather_shader_version;
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SSAOBlurPushConstant blur_push_constant;
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SsaoBlurShaderRD blur_shader;
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RID blur_shader_version;
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RID pipelines[SSAO_MAX];
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} ssao;
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struct RoughnessLimiterPushConstant {
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int32_t screen_size[2];
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float curve;
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uint32_t pad;
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};
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struct RoughnessLimiter {
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RoughnessLimiterPushConstant push_constant;
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RoughnessLimiterShaderRD shader;
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RID shader_version;
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RID pipeline;
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} roughness_limiter;
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struct CubemapDownsamplerPushConstant {
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uint32_t face_size;
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float pad[3];
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};
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struct CubemapDownsampler {
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CubemapDownsamplerPushConstant push_constant;
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CubemapDownsamplerShaderRD shader;
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RID shader_version;
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RID pipeline;
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} cubemap_downsampler;
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enum CubemapFilterMode {
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FILTER_MODE_HIGH_QUALITY,
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FILTER_MODE_LOW_QUALITY,
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FILTER_MODE_HIGH_QUALITY_ARRAY,
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FILTER_MODE_LOW_QUALITY_ARRAY,
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FILTER_MODE_MAX,
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};
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struct CubemapFilter {
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CubemapFilterShaderRD shader;
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RID shader_version;
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RID pipelines[FILTER_MODE_MAX];
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RID uniform_set;
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RID image_uniform_set;
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RID coefficient_buffer;
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bool use_high_quality;
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} filter;
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struct SkyPushConstant {
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float orientation[12];
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float proj[4];
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float position[3];
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float multiplier;
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float time;
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float pad[3];
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};
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enum SpecularMergeMode {
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SPECULAR_MERGE_ADD,
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SPECULAR_MERGE_SSR,
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SPECULAR_MERGE_ADDITIVE_ADD,
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SPECULAR_MERGE_ADDITIVE_SSR,
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SPECULAR_MERGE_MAX
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};
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/* Specular merge must be done using raster, rather than compute
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* because it must continue the existing color buffer
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*/
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struct SpecularMerge {
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SpecularMergeShaderRD shader;
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RID shader_version;
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RenderPipelineVertexFormatCacheRD pipelines[SPECULAR_MERGE_MAX];
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} specular_merge;
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enum ScreenSpaceReflectionMode {
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SCREEN_SPACE_REFLECTION_NORMAL,
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SCREEN_SPACE_REFLECTION_ROUGH,
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SCREEN_SPACE_REFLECTION_MAX,
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};
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struct ScreenSpaceReflectionPushConstant {
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float proj_info[4];
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int32_t screen_size[2];
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float camera_z_near;
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float camera_z_far;
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int32_t num_steps;
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float depth_tolerance;
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float distance_fade;
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float curve_fade_in;
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uint32_t orthogonal;
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float filter_mipmap_levels;
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uint32_t use_half_res;
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uint8_t metallic_mask[4];
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float projection[16];
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};
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struct ScreenSpaceReflection {
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ScreenSpaceReflectionPushConstant push_constant;
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ScreenSpaceReflectionShaderRD shader;
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RID shader_version;
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RID pipelines[SCREEN_SPACE_REFLECTION_MAX];
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} ssr;
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struct ScreenSpaceReflectionFilterPushConstant {
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float proj_info[4];
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uint32_t orthogonal;
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float edge_tolerance;
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int32_t increment;
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uint32_t pad;
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int32_t screen_size[2];
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uint32_t vertical;
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uint32_t steps;
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};
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enum {
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SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL,
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SCREEN_SPACE_REFLECTION_FILTER_VERTICAL,
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SCREEN_SPACE_REFLECTION_FILTER_MAX,
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};
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struct ScreenSpaceReflectionFilter {
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ScreenSpaceReflectionFilterPushConstant push_constant;
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ScreenSpaceReflectionFilterShaderRD shader;
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RID shader_version;
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RID pipelines[SCREEN_SPACE_REFLECTION_FILTER_MAX];
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} ssr_filter;
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struct ScreenSpaceReflectionScalePushConstant {
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int32_t screen_size[2];
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float camera_z_near;
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float camera_z_far;
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uint32_t orthogonal;
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uint32_t filter;
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uint32_t pad[2];
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};
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struct ScreenSpaceReflectionScale {
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ScreenSpaceReflectionScalePushConstant push_constant;
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ScreenSpaceReflectionScaleShaderRD shader;
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RID shader_version;
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RID pipeline;
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} ssr_scale;
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struct SubSurfaceScatteringPushConstant {
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int32_t screen_size[2];
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float camera_z_far;
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float camera_z_near;
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uint32_t vertical;
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uint32_t orthogonal;
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float unit_size;
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float scale;
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float depth_scale;
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uint32_t pad[3];
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};
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struct SubSurfaceScattering {
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SubSurfaceScatteringPushConstant push_constant;
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SubsurfaceScatteringShaderRD shader;
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RID shader_version;
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RID pipelines[3]; //3 quality levels
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} sss;
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struct ResolvePushConstant {
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int32_t screen_size[2];
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int32_t samples;
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uint32_t pad;
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};
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enum ResolveMode {
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RESOLVE_MODE_GI,
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RESOLVE_MODE_GI_GIPROBE,
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RESOLVE_MODE_MAX
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};
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struct Resolve {
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ResolvePushConstant push_constant;
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ResolveShaderRD shader;
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RID shader_version;
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RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels
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} resolve;
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enum ShadowReduceMode {
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SHADOW_REDUCE_REDUCE,
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SHADOW_REDUCE_FILTER,
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SHADOW_REDUCE_MAX
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};
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struct ShadowReduce {
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ShadowReduceShaderRD shader;
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RID shader_version;
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RID pipelines[2];
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} shadow_reduce;
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RID default_sampler;
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RID default_mipmap_sampler;
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RID index_buffer;
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RID index_array;
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Map<RID, RID> texture_to_uniform_set_cache;
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Map<RID, RID> image_to_uniform_set_cache;
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struct TexturePair {
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RID texture1;
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RID texture2;
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_FORCE_INLINE_ bool operator<(const TexturePair &p_pair) const {
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if (texture1 == p_pair.texture1) {
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return texture2 < p_pair.texture2;
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} else {
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return texture1 < p_pair.texture1;
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}
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}
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};
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Map<RID, RID> texture_to_compute_uniform_set_cache;
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Map<TexturePair, RID> texture_pair_to_compute_uniform_set_cache;
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Map<TexturePair, RID> image_pair_to_compute_uniform_set_cache;
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RID _get_uniform_set_from_image(RID p_texture);
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RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
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RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
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RID _get_compute_uniform_set_from_texture_pair(RID p_texture, RID p_texture2, bool p_use_mipmaps = false);
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RID _get_compute_uniform_set_from_image_pair(RID p_texture, RID p_texture2);
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public:
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void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID());
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void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false);
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void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array);
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void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
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void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
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void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
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void gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst = false);
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void gaussian_glow(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
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void cubemap_roughness(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
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void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
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void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip);
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void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
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void bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_bokeh_texture1, RID p_bokeh_texture2, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
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struct TonemapSettings {
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bool use_glow = false;
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enum GlowMode {
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GLOW_MODE_ADD,
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GLOW_MODE_SCREEN,
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GLOW_MODE_SOFTLIGHT,
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GLOW_MODE_REPLACE,
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GLOW_MODE_MIX
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};
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GlowMode glow_mode = GLOW_MODE_ADD;
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float glow_intensity = 1.0;
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uint32_t glow_level_flags = 0;
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Vector2i glow_texture_size;
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bool glow_use_bicubic_upscale = false;
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RID glow_texture;
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RS::EnvironmentToneMapper tonemap_mode = RS::ENV_TONE_MAPPER_LINEAR;
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float exposure = 1.0;
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float white = 1.0;
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bool use_auto_exposure = false;
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float auto_exposure_grey = 0.5;
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RID exposure_texture;
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bool use_bcs = false;
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float brightness = 1.0;
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float contrast = 1.0;
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float saturation = 1.0;
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bool use_color_correction = false;
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RID color_correction_texture;
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bool use_fxaa = false;
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Vector2i texture_size;
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};
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void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
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void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao1, bool p_half_size, RID p_ao2, RID p_upscale_buffer, float p_intensity, float p_radius, float p_bias, const CameraMatrix &p_projection, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_edge_sharpness);
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void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
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void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
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void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array);
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void render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_lights, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
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void screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera);
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void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection);
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void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
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void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_giprobe, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_giprobe, Vector2i p_screen_size, int p_samples);
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void reduce_shadow(RID p_source_shadow, RID p_dest_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, int p_shrink_limit, RenderingDevice::ComputeListID compute_list);
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void filter_shadow(RID p_shadow, RID p_backing_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, RS::EnvVolumetricFogShadowFilter p_filter, RenderingDevice::ComputeListID compute_list, bool p_vertical = true, bool p_horizontal = true);
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RasterizerEffectsRD();
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~RasterizerEffectsRD();
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};
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#endif // !RASTERIZER_EFFECTS_RD_H
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