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Fixing coding guidelines
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402809fe2f
commit
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3 changed files with 11 additions and 7 deletions
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@ -134,10 +134,10 @@ float getBlurEdgeSharpness() {
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return params._blurInfo.x;
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}
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// KEEP this dead code for eventual performance improvment
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#ifdef CONSTANT_GAUSSIAN
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const int BLUR_RADIUS = 4;
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const float gaussian[BLUR_RADIUS + 1] =
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// KEEP this dead code for eventual performance improvment
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// float[](0.356642, 0.239400, 0.072410, 0.009869);
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// float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0
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float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0
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@ -183,6 +183,8 @@ vec2 fetchOcclusionDepth(ivec2 coords) {
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}
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const int RADIUS_SCALE = 2;
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const float BLUR_WEIGHT_OFFSET = 0.3;
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const float BLUR_EDGE_SCALE = 2000.0;
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vec2 evalTapWeightedValue(ivec3 side, int r, ivec2 ssC, float key) {
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ivec2 tapOffset = <$axis$> * (r * RADIUS_SCALE);
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@ -194,10 +196,10 @@ vec2 evalTapWeightedValue(ivec3 side, int r, ivec2 ssC, float key) {
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vec2 tapOZ = fetchOcclusionDepth(ssC + tapOffset);
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// spatial domain: offset gaussian tap
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float weight = 0.3 + getBlurCoef(abs(r));
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float weight = BLUR_WEIGHT_OFFSET + getBlurCoef(abs(r));
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// range domain (the "bilateral" weight). As depth difference increases, decrease weight.
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weight *= max(0.0, 1.0 - (getBlurEdgeSharpness() * 2000.0) * abs(tapOZ.y - key));
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weight *= max(0.0, 1.0 - (getBlurEdgeSharpness() * BLUR_EDGE_SCALE) * abs(tapOZ.y - key));
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return vec2(tapOZ.x * weight, weight);
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}
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@ -41,10 +41,12 @@ float getAngleDithering(in ivec2 pixelPos) {
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return isDitheringEnabled() * (3 * pixelPos.x ^ pixelPos.y + pixelPos.x * pixelPos.y) * 10 + getFrameDithering();
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}
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const float TWO_PI = 6.28;
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vec2 tapLocation(int sampleNumber, float spinAngle, out float ssR){
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// Radius relative to ssR
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float alpha = float(sampleNumber + 0.5) * getInvNumSamples();
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float angle = alpha * (getNumSpiralTurns() * 6.28) + spinAngle;
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float angle = alpha * (getNumSpiralTurns() * TWO_PI) + spinAngle;
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ssR = alpha;
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return vec2(cos(angle), sin(angle));
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@ -133,12 +135,12 @@ void main(void) {
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// Bilateral box-filter over a quad for free, respecting depth edges
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// (the difference that this makes is subtle)
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/* if (abs(dFdx(Cp.z)) < 0.02) {
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if (abs(dFdx(Cp.z)) < 0.02) {
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A -= dFdx(A) * ((ssC.x & 1) - 0.5);
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}
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if (abs(dFdy(Cp.z)) < 0.02) {
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A -= dFdy(A) * ((ssC.y & 1) - 0.5);
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}*/
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}
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outFragColor = vec4(packOcclusionDepth(A, CSZToDephtKey(Cp.z)), 1.0);
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@ -113,7 +113,7 @@ protected:
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int _drawStatus; // bitflag
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bool _drawHitEffect;
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bool _occlusionStatus { false };
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bool _fxaaStatus = { false };
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bool _fxaaStatus { false };
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ItemsConfig _items;
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Tone _tone;
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